[Data]
;Amount of life to start with
life = 1000
power = 4000
;attack power (more is stronger)
attack = 100
;defensive power (more is stronger)
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 255
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 1, -24   ;Approximate position of head
mid.pos = 0, -16    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .26       ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).


;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 1


[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = S
Physics                    = S
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = S
Physics                    = S
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[state a]
type = ctrlset
trigger1 = Roundstate > 1
trigger1 = Roundstate < 3
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = var(7) = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = var(7) != 0
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[state a]
type = changeanim
trigger1 = var(8) > 14
trigger1 = anim = 0 || anim = 1
value = 200
elem = 2

[state a]
type = changeanim
trigger1 = var(8) = [9,14]
trigger1 = anim = 0 || anim = 1
value = 200
elem = 3

[state a]
type = changeanim
trigger1 = var(8) = [5,8]
trigger1 = anim = 0 || anim = 1
value = 200
elem = 4

[state a]
type = changeanim
trigger1 = var(8) = [1,4]
trigger1 = anim = 0 || anim = 1
value = 200
elem = 5

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 200
value = 0

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

[State 0, 1]
type = helper
triggerall = var(30) = 2
trigger1 = NumHelper(10000) = 0
trigger1 = time = 0
postype = p1
pos = 0, 0
id = 10000
stateno = 10000
pausemovetime = 999999
ownpal = 1

;---------------------[�w���p�[]
[state a];���y
type = null;Helper
triggerall = ishelper = 0
trigger1 = numhelper(9999) = 0
trigger1 = time = 0
id = 9999
name = "music"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9999
helpertype = normal
pausemovetime = 999999
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
value = 20

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1




[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = afterimagetime
trigger1 = 1
time = 0
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = C
Physics                    = C
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = C
Physics                    = C
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[State 10, 1]
type = Velset
trigger1 = 1
x = 0

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

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

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 10
value = 210

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 210
value = 10

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 3
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1




[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

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

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = C
Physics                    = C
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = C
Physics                    = C
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

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

[state a]
type = changeanim
trigger1 = var(11) = 0
trigger1 = var(8) > 0
trigger1 = anim = 11
value = 211

[state a]
type = changeanim
trigger1 = var(11) = 0
trigger1 = var(8) = 0
trigger1 = anim = 211
value = 11

[state a]
type = changeanim
trigger1 = var(11) = 1
trigger1 = var(8) = 19
value = 215


[state a]
type = changeanim
trigger1 = var(11) >= 2
trigger1 = var(8) = 19
value = 216


[state a]
type = changeanim
triggerall = animtime = 0
trigger1 = anim = 215
trigger2 = anim = 216
value = 11

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 7,-31 + 13
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 7,-30 + 13
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 7, -31 + 13
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 7,-21 + 13
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 7, -31 + 13
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = S
Physics                    = S
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = S
Physics                    = S
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 12
value = 212

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 212
value = 12

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 501
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0
anim = 20
ctrl = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = S
Physics                    = S
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = S
Physics                    = S
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 15
value = 30,0

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

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)*(1+((var(30)=2)*0.25))

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

[State 20, 2]
type = null;VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = null;ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = null;ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[state a]
type = varset
trigger1 = time = 0
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
trigger2 = animtime = 0
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = varset
trigger1 = animelem = 7
v = 10
value = 7

[state a]
type = varset
trigger1 = animelem = 8
v = 10
value = 8

[state a]
type = varset
trigger1 = animelem = 9
v = 10
value = 9

[state a]
type = varset
trigger1 = animelem = 10
v = 10
value = 10

[state a]
type = varset
trigger1 = animelem = 11
v = 10
value = 11

[state a]
type = varset
trigger1 = animelem = 12
v = 10
value = 12

[state a]
type = varset
trigger1 = animelem = 13
v = 10
value = 13

[state a]
type = varset
trigger1 = animelem = 14
v = 10
value = 14

[state a]
type = varset
trigger1 = animelem = 15
v = 10
value = 15

[state a]
type = varset
trigger1 = animelem = 16
v = 10
value = 16


[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 20
value = 220
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 220
value = 20
elem = var(10)


[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 8,-31 - 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 - 3
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 - 3
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 8,-21 -3
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + -3
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
;anim = 40
ctrl = 0
sprpriority = 1

[State 40, 6]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 50]
type    = A
physics = A
anim = 42
ctrl = 1

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = A
Physics                    = A
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = A
Physics                    = A
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = prevstateno = 100
trigger2 = command = "hold_b"
v = 3
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = prevstateno = 100
trigger2 = command = "hold_b"
v = 20
value = 1

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State 50, 1]
type = velset
trigger1 = Time = 0
y = -6*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = prevstateno != 100
trigger1 = command = "holdfwd"
x = 2.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = prevstateno != 100
trigger1 = command = "holdback"
x = -2.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = var(3) = 1
trigger1 = command = "holdfwd"
x = 4.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = var(3) = 1
trigger1 = command = "holdback"
x = -4.5*(1+((var(30)=2)*0.25))


[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = command != "hold_a" && command != "holdup"
trigger1 = vel y <= 0
y = 0

[State a];�c��
type = afterimage
trigger1 = time = 0
trigger1 = var(3) = 1
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 10,10,40
palcontrast = 20,20,256
palbright = 100,100,240

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 40,0

[State 5120, 4]
type = PlaySnd
triggerall = var(46) = 0
trigger1 = time = 0
value = 20,random%2

[State 5120, 4]
type = PlaySnd
triggerall = var(46) = 1 && var(30) = 2
trigger1 = time = 0
value = 20,random%6

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 305,random%2

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 41

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = Anim + 3

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 41
value = 241
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 241
value = 41
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 44
value = 244
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 244
value = 44
elem = var(10)

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 2,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 2,-21
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1




[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 1
anim = 47

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = S
Physics                    = S
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = S
Physics                    = S
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

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

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

[state a]
type = afterimagetime
trigger1 = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 47,0

[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

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

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 47
value = 247
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 247
value = 47
elem = var(10)


[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 6,-30 + 3
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 6,-21 +3
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
ctrl = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = S
Physics                    = N
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = S
Physics                    = N
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[State a]
type = Explod
trigger1 = animelem = 5
anim = 102
id = 100
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 103
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 5
value = 100,0
channel = 2

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 5.4*(1+((var(30)=2)*0.25))

[State a]
type = afterimage
trigger1 = time = 0
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 10,10,40
palcontrast = 20,20,256
palbright = 100,100,240

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = var(5) = 0
trigger1 = command != "holdfwd"
trigger2 = var(5) = 1
trigger2 = command != "hold_b"
trigger3 = time = ifelse(var(30) = 2,28,35)
trigger4 = command = "holdback"
trigger5 = command = "back"
value = 101

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
trigger2 = animtime = 0
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 100
value = 280
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 280
value = 100
elem = var(10)

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 21,-30 + 14
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 21, -31 + 14
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 21,-21 +14
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 21, -31 + 14
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
[Statedef 101]
type    = S
physics = N
anim = 101
sprpriority = 1
ctrl = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = S
Physics                    = N
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = S
Physics                    = N
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

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

[state a]
type = stopsnd
trigger1 = time = 0
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 100,1

[State a]
type = afterimagetime
trigger1 = time = 0

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State 100, 1]
type = Velmul
trigger1 = 1
x = ifelse(var(30) = 2,0.72,0.9)

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

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

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = varset
trigger1 = animelem = 5
trigger2 = animtime = 0
v = 10
value = 5

[state a]
type = varset
trigger1 = animelem = 6
v = 10
value = 6

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 101
value = 281
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 281
value = 101
elem = var(10)


[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 12,-31 + 2
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 12,-30 + 2
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 12, -31 + 2
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 12,-21 +2
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1




[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 12, -31 + 2
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
[Statedef 110]
type    = A
physics = N
anim = 110
sprpriority = 1
ctrl = 1
velset = 0,0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = A
Physics                    = N
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = A
Physics                    = N
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[state a]
type = varadd
trigger1 = time = 0
v = 20
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = 100,0
channel = 2

[State 100, 1]
type = VelSet
trigger1 = animelem = 3
x = 5.4*(1+((var(30)=2)*0.25))

[State a]
type = Explod
trigger1 = animelem = 3
anim = 102
id = 100
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1

[State a];�c��
type = afterimage
trigger1 = time = 0
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 10,10,40
palcontrast = 20,20,256
palbright = 100,100,240

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = var(5) = 0
trigger1 = command != "holdfwd"
trigger2 = var(5) = 1
trigger2 = command != "hold_b"
trigger3 = time = ifelse(var(30) = 2,20,25)
trigger4 = command = "holdback"
trigger5 = command = "back"
value = 111

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
trigger2 = animtime = 0
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 110
value = 290
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 290
value = 110
elem = var(10)


[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 21,-31 + 14
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 21,-30 + 14
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 21, -31 + 14
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 21,-21 +14
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 21, -31 + 14
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
[Statedef 112]
movetype    = A
physics = N
sprpriority = 1
ctrl = 0
velset = 0,0

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 113

[state a]
type = varadd
trigger1 = time = 0
v = 20
value = 1

[state a]
type = varadd
triggerall = fvar(37) < 1
triggerall = fvar(30) < 1
triggerall = !Numhelper(31530)
trigger1 = time = 0
fv = 30
value = 0.012

[state a]
type = varadd
triggerall = fvar(37) < 1
triggerall = fvar(30) < 1
triggerall = !Numhelper(31530)
trigger1 = movehit && time = 1
fv = 30
value = 0.0004

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 112

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 5
value = 200,2
channel = 2

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 3
y = -8.4*(1+((var(30)=2)*0.25))

[State 100, 1]
type = VelSet
trigger1 = animelem = 6
x = 0
y = 0

[State 1465, 1]
type = Hitdef
trigger1 = Animelem = 5
attr = A, HA
animtype = Hard
damage = 31
hitflag = MAF
pausetime = 0,10
sparkno = s80
guard.sparkno = s85
sparkxy = 0,10
hitsound = s1101,1
guardsound = s120,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -4
air.velocity = -3.3,-4
fall = 1
air.fall = 1
fall.recover =1
Palfx.time = 1
Palfx.add = 255,255,255

[state a]
type = Helper
triggerall = var(46) = 1
triggerall = var(30) = 2
triggerall = NumHelper(1104) < 10
triggerall = Enemy, NumHelper(1104) < 10
triggerall = EnemyNear, NumHelper(1104) < 10
trigger1 = Anim = 112 || Anim = 113
trigger1 = AnimElem = 5, >= 0
id = 1104
name = "Hadouken"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1102+random%4
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State a]
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(30) = 2
triggerall = NumHelper(1104) < 10
triggerall = Enemy, NumHelper(1104) < 10
triggerall = EnemyNear, NumHelper(1104) < 10
trigger1 = Anim = 112 || Anim = 113
trigger1 = AnimElem = 5, >= 0
value = 1100,random%72

[State a]
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(30) = 2
triggerall = NumHelper(1104) < 10
triggerall = Enemy, NumHelper(1104) < 10
triggerall = EnemyNear, NumHelper(1104) < 10
trigger1 = Anim = 112 || Anim = 113
trigger1 = AnimElem = 5, >= 0
value = 1101,0

[State a]
type = Explod
trigger1 = animelem = 4
anim = 114
id = 100
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 111
;---------------------------------------------------------------------------
[Statedef 111]
type    = A
physics = A
anim = 65
ctrl = 1
velset = 0,0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = A
Physics                    = A
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = A
Physics                    = A
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 2000

[State 50, 1]
type = velset
trigger1 = command = "holdfwd"
x = 2.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = command = "holdback"
x = -2.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 65
value = 265
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 265
value = 65
elem = var(10)

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 2,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 2,-21
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
[Statedef 300]
type    = A
physics = N
anim = 300
ctrl = 1


[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = A
Physics                    = N
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = A
Physics                    = N
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[State a]
type = Explod
trigger1 = animelem = 4
anim = 350
id = 400
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = command != "holdback"
trigger2 = pos y >= 0
trigger3 = command = "a"
anim = 351
id = 350
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = command = "a"
anim = 355
id = 350
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

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

[state a]
type = null;ctrlset
trigger1 = animelem = 2
value = 1

[state a]
type = afterimagetime
trigger1 = 1
time = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[state a]
type = posset
trigger1 = facing = 1
x = -130

[state a]
type = posset
trigger1 = facing = -1
x = 130

[State 50, 1]
type = velset
trigger1 = Time = 0
x = 0
y = 0

[State 50, 1]
type = velset
trigger1 = animelem = 4
y = 1.5


[State 300]
type = null;screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 300,0

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 300
value = 305
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 305
value = 300
elem = var(10)


[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 6,-31 + 3
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 6,-30 + 3
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 6,-21 +3
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 6, -31 + 3
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
[state a]
type = changestate
trigger1 = command = "a"
trigger1 = time >= 1
value = 310

[state a]
type = changestate
trigger1 = command != "holdback"
trigger1 = time >= 1
value = 301

[state a]
type = changestate
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
[Statedef 301]
type    = A
physics = A
anim = 65
ctrl = 1
velset = 0,0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = A
Physics                    = A
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = A
Physics                    = A
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[State 50, 1]
type = velset
trigger1 = command = "holdfwd"
x = 2.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = command = "holdback"
x = -2.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 65
value = 265
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 265
value = 65
elem = var(10)


[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 2,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 2,-21
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
[Statedef 310]
type    = A
physics = A
ctrl = 1
anim = 310

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) > 0
StateType                  = A
Physics                    = A
MoveType                   = A
Persistent                 = 1
IgnoreHitPause             = 0

[State ,StateTypeSet]
Type                       = StateTypeSet
Trigger1                   = var(8) < 1
StateType                  = A
Physics                    = A
MoveType                   = I
Persistent                 = 1
IgnoreHitPause             = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command != "hold_b"
v = 3
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "hold_b"
v = 3
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "hold_b"
v = 20
value = 1

[State a]
type = afterimage
trigger1 = time = 0
trigger1 = var(3) = 1
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 10,10,40
palcontrast = 20,20,256
palbright = 100,100,240

[state a]
type = posadd
trigger1 = time = 0
x = 5

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = Time = 0
x = 3*(1+((var(30)=2)*0.25))
y = -6*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = var(3) = 1
trigger1 = Time = 0
x = 5*(1+((var(30)=2)*0.25))
y = -7*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = 2.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = -2.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 1
trigger1 = command = "holdfwd"
x = 4.5*(1+((var(30)=2)*0.25))

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 1
trigger1 = command = "holdback"
x = -4.5*(1+((var(30)=2)*0.25))


[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = command != "hold_a" && command != "holdup"
trigger1 = vel y <= 0
y = 0

[state a]
type = velmul
triggerall = time < 10
trigger1 = facing = -1
trigger1 = pos x < 0
trigger2 = facing = 1
trigger2 = pos x > 0
x = 0.8

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 300,1

[State 191, Snd 1]
type = PlaySnd
triggerall = var(46) = 0
trigger1 = time = 1
value = 301,0

[State 191, Snd 1]
type = PlaySnd
triggerall = var(46) = 1
trigger1 = time = 1
value = 301,random%5

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = 44

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 310
value = 315
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 315
value = 310
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 44
value = 244
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 244
value = 44
elem = var(10)


[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 2
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = Helper
triggerall = var(58) = 3
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 4
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 5
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 6
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 7
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 8
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 2,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22 + 2,-21
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1
[State 7226, Helper]
type = Helper
triggerall = var(30) < 1
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[state a]
type = Helper
triggerall = var(30) > 0
triggerall = var(58) = 0
trigger1 = var(11) = 3
trigger1 = var(8) = 19
id = 506
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 506
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
;anim = 181
velset = 0,0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State 190]
type = varset
trigger1 = 1
v = 58
value = 0

[state a]
type = AssertSpecial
trigger1 = matchover
flag = nomusic

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

[state a]
type = changeanim
triggerall  = matchover
trigger1 = var(24) = 0 && time = 375
trigger2 = var(24) = 1 && time = 232
trigger3 = var(24) = 2 && time = 262
trigger4 = var(24) = 3 && time = 202
trigger5 = var(24) = 4 && time = 362
trigger6 = var(24) = 5 && time = 142
trigger7 = var(24) = 6 && time = 212
value = 181

[state a]
type = changeanim
trigger1  = !matchover
trigger1 = time = 20
value = 181

[State 0, VelSet]
type = VelSet
trigger1 = anim = 181
trigger1 = animelem = 11
x = 0
y = -7

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,570]
flag = roundnotover

[State 191, Snd 1]
type = PlaySnd
triggerall  = matchover
trigger1 = time = 20
value = 183,var(24)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 181
trigger1 = animelem = 5
value = 181,0

[State 0, PlaySnd]
type = PlaySnd
triggerall  = matchover
triggerall = var(46) = 0
triggerall = var(30) = 2
triggerall = time = 150
trigger1 = var(24) = 1
value = 184,0

[State 0, PlaySnd]
type = PlaySnd
triggerall  = matchover
triggerall = var(46) = 0
triggerall = var(30) = 2
triggerall = time = 180
trigger1 = var(24) = 2
value = 184,0

[State 0, PlaySnd]
type = PlaySnd
triggerall  = matchover
triggerall = var(46) = 0
triggerall = var(30) = 2
triggerall = time = 120
trigger1 = var(24) = 3
value = 184,0

[State 0, PlaySnd]
type = PlaySnd
triggerall  = matchover
triggerall = var(46) = 0
triggerall = var(30) = 2
triggerall = time = 280
trigger1 = var(24) = 4
value = 184,0

[State 0, PlaySnd]
type = PlaySnd
triggerall  = matchover
triggerall = var(46) = 0
triggerall = var(30) = 2
triggerall = time = 40
trigger1 = var(24) = 5
value = 184,0

[State 0, PlaySnd]
type = PlaySnd
triggerall  = matchover
triggerall = var(46) = 1
triggerall = var(30) = 2
triggerall = time = 212
trigger1 = var(24) = 6
value = 184,1+random%3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 181
trigger1 = animelem = 10
value = 181,2

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

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

[State 190, 0]
type = ChangeState
trigger1 = p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion"
trigger2 = p2name = "Makamaka" || p4name = "Makamaka"
trigger3 = p2name = "Misuzu" || p4name = "Misuzu"
trigger4 = p2name = "Touyama" || p4name = "Touyama"
trigger5 = p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER"
trigger6 = p2name = "Karate Kenji" || p4name = "Karate Kenji"
trigger7 = p2name = "vega" || p4name = "vega"
trigger8 = p2name = "gouki" || p4name = "gouki"
trigger9 = p2name = "akuma" || p4name = "akuma"
trigger10= p2name = "gill" || p4name = "gill"
trigger11= p2name = "Juggernaut" || p4name = "Juggernaut"
trigger12= p2name = "Magneto" || p4name = "Magneto"
trigger13= p2name = "Doctor Doom" || p4name = "Doctor Doom"
trigger14= p2name = "Dr.Doom" || p4name = "Dr.Doom"
trigger15= p2name = "Thanos" || p4name = "Thanos"
trigger16= p2name = "Apocalypse" || p4name = "Apocalypse"
trigger17= p2name = "Mech Gouki" || p4name = "Mech Gouki"
trigger18= p2name = "Cyber Akuma" || p4name = "Cyber Akuma"
trigger19= p2name = "Onslaught" || p4name = "Onslaught"
trigger20= p2name = "Abyss" || p4name = "Abyss"
trigger21= p2name = "Phobos" || p4name = "Phobos"
trigger22= p2name = "Pylon" || p4name = "Pylon"
trigger23= p2name = "jedah" || p4name = "jedah"
trigger24= p2name = "Jedah Dohma" || p4name = "Jedah Dohma"
trigger25= p2name = "Shin Gouki" || p4name = "Shin Gouki"
trigger26= p2name = "God Rugal" || p4name = "God Rugal"
trigger27= p2name = "Warlock" || p4name = "Warlock"
trigger28= p2name = "Zero Gouki" || p4name = "Zero Gouki"
trigger29= p2name = "Sagat" || p4name = "Sagat"
trigger30= p2name = "Dan" || p4name = "Dan"
trigger31= p2name = "Dan Hibiki" || p4name = "Dan Hibiki"
trigger32= p2name = "Cyber Dan" || p4name = "Cyber Dan"
trigger33= p2name = "Evil Ryu" || p4name = "Evil Ryu"
trigger34= p2name = "Evil Ken" || p4name = "Evil Ken"
trigger35= p2name = "Evil Dan" || p4name = "Evil Dan"
trigger36= p2name = "Siguma" || p4name = "Siguma"
trigger37= p2name = "Vava" || p4name = "Vava"
trigger38= p2name = "Gouken" || p4name = "Gouken"
trigger39= p2name = "Geese" || p4name = "Geese"
trigger40= p2name = "Geese Howard" || p4name = "Geese Howard"
trigger41= p2name = "NIGHTMARE GEESE" || p4name = "NIGHTMARE GEESE"
trigger42= p2name = "Krauser" || p4name = "Krauser"
trigger43= p2name = "Ryo" || p4name = "Ryo"
trigger44= p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
trigger45= p2name = "Grant" || p4name = "Grant"
trigger46= p2name = "Kain" || p4name = "Kain"
trigger47= p2name = "Kain.R.Heinlein" || p4name = "Kain.R.Heinlein"
trigger48= p2name = "Kain R Heinlein" || p4name = "Kain R Heinlein"
trigger49= p2name = "Mr Karate" || p4name = "Mr Karate"
trigger50= p2name = "Mr.Karate" || p4name = "Mr.Karate"
trigger51= p2name = "Mr.Big" || p4name = "Mr.Big"
trigger52= p2name = "Sinclair" || p4name = "Sinclair"
trigger53= p2name = "Wyler" || p4name = "Wyler"
trigger54= p2name = "Amakusa" || p4name = "Amakusa"
trigger55= p2name = "Mizuki" || p4name = "Mizuki"
trigger56= p2name = "Kuroko" || p4name = "Kuroko"
trigger57= p2name = "Zankuro" || p4name = "Zankuro"
trigger58= p2name = "Zankuro Minazuki" || p4name = "Zankuro Minazuki"
trigger59= p2name = "Gaoh" || p4name = "Gaoh"
trigger60= p2name = "gigas" || p4name = "gigas"
trigger61= p2name = "ZEUS" || p4name = "ZEUS"
trigger62= p2name = "Dio" || p4name = "Dio"
trigger63= p2name = "NeoDio" || p4name = "NeoDio"
trigger64= p2name = "Neo-Dio" || p4name = "Neo-Dio"
trigger65= p2name = "Shishioh" || p4name = "Shishioh"
trigger66= p2name = "Shin Shishioh" || p4name = "Shin Shishioh"
trigger67= p2name = "ShinShishioh" || p4name = "ShinShishioh"
trigger68= p2name = "Jazu" || p4name = "Jazu"
trigger69= p2name = "Karnov" || p4name = "Karnov"
trigger70= p2name = "Ox" || p4name = "Ox"
trigger71= p2name = "Behemoth" || p4name = "Behemoth"
trigger72= p2name = "Eelis" || p4name = "Eelis"
trigger73= p2name = "Lucifer" || p4name = "Lucifer"
trigger74= p2name = "Abubo" || p4name = "Abubo"
trigger75= p2name = "JOHANN" || p4name = "JOHANN"
trigger76= p2name = "Shinnosuke Kagami" || p4name = "Shinnosuke Kagami"
trigger77= p2name = "Kouryu" || p4name = "Kouryu"
trigger78= p2name = "SISSY" || p4name = "SISSY"
trigger79= p2name = "Otane" || p4name = "Otane"
trigger80= p2name = "Oume" || p4name = "Oume"
trigger81= p2name = "Son Gokuu" || p4name = "Son Gokuu"
trigger82= p2name = "Felden" || p4name = "Feldenkrais"
trigger83= p2name = "FeldenKrais" || p4name = "FeldenKrais"
trigger84= p2name = "Felden Kryz" || p4name = "Felden Kryz"
trigger85= p2name = "Fernandes" || p4name = "Fernandes"
trigger86= p2name = "Rugal" || p4name = "Rugal"
trigger87= p2name = "Rugal Bernstein" || p4name = "Rugal Bernstein"
trigger88= p2name = "Omega Rugal" || p4name = "Omega Rugal"
trigger89= p2name = "o-rugal" || p4name = "o-rugal"
trigger90= p2name = "Goenitz" || p4name = "Goenitz"
trigger91= p2name = "yamazaki" || p4name = "yamazaki"
trigger92= p2name = "Ryuji Yamazaki" || p4name = "Ryuji Yamazaki"
trigger93= p2name = "Violent Yamazaki" || p4name = "Violent Yamazaki"
trigger94= p2name = "Chonshu" || p4name = "Chonshu"
trigger95= p2name = "Jin Chonshu" || p4name = "Jin Chonshu"
trigger96= p2name = "Chonrei" || p4name = "Chonrei"
trigger97= p2name = "Jin Chonrei" || p4name = "Jin Chonrei"
trigger98= p2name = "Orochi" || p4name = "Orochi"
trigger99= p2name = "yashiro" || p4name = "yashiro"
trigger100= p2name = "Yashiro Nanakase" || p4name = "Yashiro Nanakase"
trigger101= p2name = "orochiyashiro" || p4name = "orochiyashiro"
trigger102= p2name = "Shermie" || p4name = "Shermie"
trigger103= p2name = "orochiShermie" || p4name = "orochiShermie"
trigger104= p2name = "chris" || p4name = "chris"
trigger105= p2name = "orochichris" || p4name = "orochichris"
trigger106= p2name = "Orochi Leona" || p4name = "Orochi Iori"
trigger107= p2name = "Orochi Leona" || p4name = "Orochi Leona"
trigger108= p2name = "Chizuru" || p4name = "Chizuru"
trigger109= p2name = "Chizuru Kagura" || p4name = "Chizuru Kagura"
trigger110= p2name = "Chizuru&Maki" || p4name = "Chizuru&Maki"
trigger111= p2name = "Krizalid" || p4name = "Krizalid"
trigger112= p2name = "kyo" || p4name = "kyo"
trigger113= p2name = "kyo kusanagi" || p4name = "kyo kusanagi"
trigger114= p2name = "iori" || p4name = "iori"
trigger115= p2name = "iori yagami" || p4name = "iori yagami"
trigger116= p2name = "KUSANAGI" || p4name = "KUSANAGI"
trigger117= p2name = "zero" || p4name = "zero"
trigger118= p2name = "OriginalZero" || p4name = "OriginalZero"
trigger119= p2name = "Kula" || p4name = "Kula"
trigger120= p2name = "Kula Diamond" || p4name = "Kula Diamond"
trigger121= p2name = "god yuri" || p4name = "god yuri"
trigger122= p2name = "igniz" || p4name = "igniz"
trigger123= p2name = "cvsg_rugal" || p4name = "cvsg_rugal"
trigger124= p2name = "Y'" || p4name = "Y'"
trigger125= p2name = "Adel" || p4name = "Adel"
trigger126= p2name = "adelheid" || p4name = "adelheid"
trigger127= p2name = "O-Adel" || p4name = "O-Adel"
trigger128= p2name = "Mukai" || p4name = "Mukai"
trigger129= p2name = "Long" || p4name = "Long"
trigger130= p2name = "Shion" || p4name = "Shion"
trigger131= p2name = "Magaki" || p4name = "Magaki"
trigger132= p2name = "Carlos" || p4name = "Carlos"
trigger133= p2name = "Dee" || p4name = "Dee"
trigger134= p2name = "Testament" || p4name = "Testament"
trigger135= p2name = "Justice" || p4name = "Justice"
trigger136= p2name = "Dizzy" || p4name = "Dizzy"
trigger137= p2name = "I-no" || p4name = "I-no"
trigger138= p2name = "order-Sol=Badguy" || p4name = "order-Sol=Badguy"
trigger139= p2name = "Leopaldon" || p4name = "Leopaldon"
trigger140= p2name = "JUDGMENT" || p4name = "JUDGMENT"
trigger141= p2name = "Yumeji" || p4name = "Yumeji"
trigger142= p2name = "Sankuro" || p4name = "Sankuro"
trigger143= p2name = "Mildred_Avallone" || p4name = "Mildred_Avallone"
trigger144= p2name = "Angelia Avallone" || p4name = "Angelia Avallone"
trigger145= p2name = "gonzales" || p4name = "gonzales"
trigger146= p2name = "Azteca" || p4name = "Azteca"
trigger147= p2name = "General" || p4name = "General"
trigger148= p2name = "Rockman zero" || p4name = "Rockman zero"
trigger149= p2name = "Rockmanzero" || p4name = "Rockmanzero"
trigger150= p2name = "Mars People" || p4name = "Mars People"
trigger151= p2name = "MarsPeople" || p4name = "MarsPeople"
trigger152= p2name = "Demitri" || p4name = "Demitri"
trigger153= p2name = "Demitri Maximoff" || p4name = "Demitri Maximoff"
trigger154= p2name = "svcathena" || p4name = "svcathena"
trigger155= p2name = "Red Arremer" || p4name = "Red Arremer"
trigger156= p2name = "svckarate" || p4name = "svckarate"
trigger157= p2name = "Mizuchi" || p4name = "Mizuchi"
trigger158= p2name = "Rugal.B" || p4name = "Rugal.B"
trigger159= p2name = "Rugal2k2" || p4name = "Rugal2k2"
trigger160= p2name = "omega rugal98" || p4name = "omega rugal98"
trigger161= p2name = "Rugal_TLE" || p4name = "Rugal_TLE"
trigger162= p2name = "Silver" || p4name = "Silver"
trigger163= p2name = "Gai Tendo" || p4name = "Gai Tendo"
trigger164= p2name = "Syo Hayate" || p4name = "Syo Hayate"
trigger165= p2name = "Final Sigma W" || p4name = "Final Sigma W"
trigger166= p2name = "Sigma" || p4name = "Sigma"
trigger167= (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname != "Sigmund=E=Wily + Anubis Black"
trigger168= p2name = "Vile" || p4name = "Vile"
trigger169= p2name = "iX" || p4name = "iX"
trigger170= p2name = "heart-armardi" || p4name = "heart-armardi"
trigger171 = p2name = "colonel_X4" || p4name = "colonel_X4"
trigger172 = p2name = "iris_X4" || p4name = "iris_X4"
trigger173 = p2name = "Infinity Sigma" || p4name = "Infinity Sigma"
trigger174 = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black")
trigger175 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger176 = (p2name = "Magma Dragoon" || p4name = "Magma Dragoon")&& enemy,authorname = "ArcadeDemo"
trigger177 = (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")&& enemy,authorname = "ArcadeDemo"
trigger178 = (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")&& enemy,authorname = "ArcadeDemo"
trigger179 = (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")&& enemy,authorname = "ArcadeDemo"
trigger180 = (p2name = "mattrex" || p4name = "mattrex")&& enemy,authorname = "ArcadeDemo"
trigger181 = (p2name = "skiver" || p4name = "skiver")&& enemy,authorname = "MugenDemo"
trigger182 = (p2name = "Dynamo" || p4name = "Dynamo")&& enemy,authorname = "D.Mugen & V.X"
trigger183 = (p2name = "spike rosered" || p4name = "spike rosered")
trigger184 = (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger185 = (p2name = "HIGHMAX" || p4name = "HIGHMAX")&& enemy,authorname = "taihei//RedLine"
trigger186 = (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")&& enemy,authorname = "ArcadeDemo"
trigger187 = (p2name = "Split Mushroom" || p4name = "Split Mushroom")&& enemy,authorname = "ArcadeDemo"
trigger188 = (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")&& enemy,authorname = "ArcadeDemo"
trigger189 = (p2name = "Web Spider" || p4name = "Web Spider")&& enemy,authorname = "ArcadeDemo"
trigger190 = (p2name = "Elecman URM Prototype v3" || p4name = "Magma Dragoon")&& enemy,authorname = "Shircan"
trigger191 = (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")&& enemy,authorname = "Shircan"
trigger192 = (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")&& enemy,authorname = "Shircan"
trigger193 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")&& enemy,authorname = "ArcadeDemo"
trigger194 = p2name = "Vile MMHX" || p4name = "Vile MMHX"
trigger195 = (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")&& enemy,authorname = "Shircan"
trigger196 = p2name = "Magma Dragoon" || p4name = "Magma Dragoon"
trigger197 = p2name = "MEGA MAN/ROCK MAN X6 GATE" || p4name = "MEGA MAN/ROCK MAN X6 GATE"
trigger198 = (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger199 = (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")&& enemy,authorname = "Exclamation_Question"
trigger200 = (p2name = "Zero Awakening" || p4name = "Zero Awakening")&& enemy,authorname = "D.Mugen"
trigger201 = (p2name = "Zero (Normal) Boss" || p4name = "Zero (Normal) Boss")&& enemy,authorname = "D.Mugen"
trigger202 = (p2name = "Zero Nightmare" || p4name = "Zero Nightmare")&& enemy,authorname = "zen"
trigger203 = (p2name = "VAVA MK2" || p4name = "VAVA MK2")&& enemy,authorname = "Reploids Labo"
trigger204 = (p2name = "Awakened Zero" || p4name = "Awakened Zero")&& enemy,authorname = "Tomislav Lukic"
trigger205 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")&& enemy,authorname = "Dr.Doppler"
trigger206 = (p2name = "Mac" || p4name = "Mac")&& enemy,authorname = "Dr.Doppler"
trigger207 = enemy,name = "Zero_X2" && enemy,var(59) > 0
trigger208 = enemy,name = "UltimateArmorSFC" && enemy,var(59) > 0
trigger209 = enemy,name = "TrueUltimateArmor" && enemy,var(59) > 0
trigger210 = enemy,name = "Command Mission X" && enemy,var(59) > 0
trigger211 = enemy,name = "Maverick Hunter Zero" && enemy,var(59) > 0
trigger212 = enemy,name = "Vile MK2 (SNES)"
trigger213 = enemy,name = "GRAVITY ANTONIUM"
trigger214 = enemy,name = "Vile MK5 + Ride Amor (MX8 Demake)"
trigger215 = enemy,name = "Vile MK2 (SNES)"
trigger216 = enemy,name = "Magma Dragoon (SNES Boss)"
trigger217 = enemy,name = "Ereg-1000"
trigger218 = enemy,name = "Copy Sigma"
trigger219 = enemy,name = "Acid Seahorse"
value = 10196

[State 190, 0]
type = ChangeState
trigger1 = p2name = "iX"
value = 10197

[State 190, 0]
type = ChangeState
trigger1 = p2name = "Command Mission X"
value = 10199

[State 190, 3]
type = ChangeState
trigger1 = 1
value = 191

[State 190, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = A
ctrl = 0
anim = 190

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

[State 190, 0]
type = ChangeState
trigger1 = p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion"
trigger2 = p2name = "Makamaka" || p4name = "Makamaka"
trigger3 = p2name = "Misuzu" || p4name = "Misuzu"
trigger4 = p2name = "Touyama" || p4name = "Touyama"
trigger5 = p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER"
trigger6 = p2name = "Karate Kenji" || p4name = "Karate Kenji"
trigger7 = p2name = "vega" || p4name = "vega"
trigger8 = p2name = "gouki" || p4name = "gouki"
trigger9 = p2name = "akuma" || p4name = "akuma"
trigger10= p2name = "gill" || p4name = "gill"
trigger11= p2name = "Juggernaut" || p4name = "Juggernaut"
trigger12= p2name = "Magneto" || p4name = "Magneto"
trigger13= p2name = "Doctor Doom" || p4name = "Doctor Doom"
trigger14= p2name = "Dr.Doom" || p4name = "Dr.Doom"
trigger15= p2name = "Thanos" || p4name = "Thanos"
trigger16= p2name = "Apocalypse" || p4name = "Apocalypse"
trigger17= p2name = "Mech Gouki" || p4name = "Mech Gouki"
trigger18= p2name = "Cyber Akuma" || p4name = "Cyber Akuma"
trigger19= p2name = "Onslaught" || p4name = "Onslaught"
trigger20= p2name = "Abyss" || p4name = "Abyss"
trigger21= p2name = "Phobos" || p4name = "Phobos"
trigger22= p2name = "Pylon" || p4name = "Pylon"
trigger23= p2name = "jedah" || p4name = "jedah"
trigger24= p2name = "Jedah Dohma" || p4name = "Jedah Dohma"
trigger25= p2name = "Shin Gouki" || p4name = "Shin Gouki"
trigger26= p2name = "God Rugal" || p4name = "God Rugal"
trigger27= p2name = "Warlock" || p4name = "Warlock"
trigger28= p2name = "Zero Gouki" || p4name = "Zero Gouki"
trigger29= p2name = "Sagat" || p4name = "Sagat"
trigger30= p2name = "Dan" || p4name = "Dan"
trigger31= p2name = "Dan Hibiki" || p4name = "Dan Hibiki"
trigger32= p2name = "Cyber Dan" || p4name = "Cyber Dan"
trigger33= p2name = "Evil Ryu" || p4name = "Evil Ryu"
trigger34= p2name = "Evil Ken" || p4name = "Evil Ken"
trigger35= p2name = "Evil Dan" || p4name = "Evil Dan"
trigger36= p2name = "Siguma" || p4name = "Siguma"
trigger37= p2name = "Vava" || p4name = "Vava"
trigger38= p2name = "Gouken" || p4name = "Gouken"
trigger39= p2name = "Geese" || p4name = "Geese"
trigger40= p2name = "Geese Howard" || p4name = "Geese Howard"
trigger41= p2name = "NIGHTMARE GEESE" || p4name = "NIGHTMARE GEESE"
trigger42= p2name = "Krauser" || p4name = "Krauser"
trigger43= p2name = "Ryo" || p4name = "Ryo"
trigger44= p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
trigger45= p2name = "Grant" || p4name = "Grant"
trigger46= p2name = "Kain" || p4name = "Kain"
trigger47= p2name = "Kain.R.Heinlein" || p4name = "Kain.R.Heinlein"
trigger48= p2name = "Kain R Heinlein" || p4name = "Kain R Heinlein"
trigger49= p2name = "Mr Karate" || p4name = "Mr Karate"
trigger50= p2name = "Mr.Karate" || p4name = "Mr.Karate"
trigger51= p2name = "Mr.Big" || p4name = "Mr.Big"
trigger52= p2name = "Sinclair" || p4name = "Sinclair"
trigger53= p2name = "Wyler" || p4name = "Wyler"
trigger54= p2name = "Amakusa" || p4name = "Amakusa"
trigger55= p2name = "Mizuki" || p4name = "Mizuki"
trigger56= p2name = "Kuroko" || p4name = "Kuroko"
trigger57= p2name = "Zankuro" || p4name = "Zankuro"
trigger58= p2name = "Zankuro Minazuki" || p4name = "Zankuro Minazuki"
trigger59= p2name = "Gaoh" || p4name = "Gaoh"
trigger60= p2name = "gigas" || p4name = "gigas"
trigger61= p2name = "ZEUS" || p4name = "ZEUS"
trigger62= p2name = "Dio" || p4name = "Dio"
trigger63= p2name = "NeoDio" || p4name = "NeoDio"
trigger64= p2name = "Neo-Dio" || p4name = "Neo-Dio"
trigger65= p2name = "Shishioh" || p4name = "Shishioh"
trigger66= p2name = "Shin Shishioh" || p4name = "Shin Shishioh"
trigger67= p2name = "ShinShishioh" || p4name = "ShinShishioh"
trigger68= p2name = "Jazu" || p4name = "Jazu"
trigger69= p2name = "Karnov" || p4name = "Karnov"
trigger70= p2name = "Ox" || p4name = "Ox"
trigger71= p2name = "Behemoth" || p4name = "Behemoth"
trigger72= p2name = "Eelis" || p4name = "Eelis"
trigger73= p2name = "Lucifer" || p4name = "Lucifer"
trigger74= p2name = "Abubo" || p4name = "Abubo"
trigger75= p2name = "JOHANN" || p4name = "JOHANN"
trigger76= p2name = "Shinnosuke Kagami" || p4name = "Shinnosuke Kagami"
trigger77= p2name = "Kouryu" || p4name = "Kouryu"
trigger78= p2name = "SISSY" || p4name = "SISSY"
trigger79= p2name = "Otane" || p4name = "Otane"
trigger80= p2name = "Oume" || p4name = "Oume"
trigger81= p2name = "Son Gokuu" || p4name = "Son Gokuu"
trigger82= p2name = "Felden" || p4name = "Feldenkrais"
trigger83= p2name = "FeldenKrais" || p4name = "FeldenKrais"
trigger84= p2name = "Felden Kryz" || p4name = "Felden Kryz"
trigger85= p2name = "Fernandes" || p4name = "Fernandes"
trigger86= p2name = "Rugal" || p4name = "Rugal"
trigger87= p2name = "Rugal Bernstein" || p4name = "Rugal Bernstein"
trigger88= p2name = "Omega Rugal" || p4name = "Omega Rugal"
trigger89= p2name = "o-rugal" || p4name = "o-rugal"
trigger90= p2name = "Goenitz" || p4name = "Goenitz"
trigger91= p2name = "yamazaki" || p4name = "yamazaki"
trigger92= p2name = "Ryuji Yamazaki" || p4name = "Ryuji Yamazaki"
trigger93= p2name = "Violent Yamazaki" || p4name = "Violent Yamazaki"
trigger94= p2name = "Chonshu" || p4name = "Chonshu"
trigger95= p2name = "Jin Chonshu" || p4name = "Jin Chonshu"
trigger96= p2name = "Chonrei" || p4name = "Chonrei"
trigger97= p2name = "Jin Chonrei" || p4name = "Jin Chonrei"
trigger98= p2name = "Orochi" || p4name = "Orochi"
trigger99= p2name = "yashiro" || p4name = "yashiro"
trigger100= p2name = "Yashiro Nanakase" || p4name = "Yashiro Nanakase"
trigger101= p2name = "orochiyashiro" || p4name = "orochiyashiro"
trigger102= p2name = "Shermie" || p4name = "Shermie"
trigger103= p2name = "orochiShermie" || p4name = "orochiShermie"
trigger104= p2name = "chris" || p4name = "chris"
trigger105= p2name = "orochichris" || p4name = "orochichris"
trigger106= p2name = "Orochi Leona" || p4name = "Orochi Iori"
trigger107= p2name = "Orochi Leona" || p4name = "Orochi Leona"
trigger108= p2name = "Chizuru" || p4name = "Chizuru"
trigger109= p2name = "Chizuru Kagura" || p4name = "Chizuru Kagura"
trigger110= p2name = "Chizuru&Maki" || p4name = "Chizuru&Maki"
trigger111= p2name = "Krizalid" || p4name = "Krizalid"
trigger112= p2name = "kyo" || p4name = "kyo"
trigger113= p2name = "kyo kusanagi" || p4name = "kyo kusanagi"
trigger114= p2name = "iori" || p4name = "iori"
trigger115= p2name = "iori yagami" || p4name = "iori yagami"
trigger116= p2name = "KUSANAGI" || p4name = "KUSANAGI"
trigger117= p2name = "zero" || p4name = "zero"
trigger118= p2name = "OriginalZero" || p4name = "OriginalZero"
trigger119= p2name = "Kula" || p4name = "Kula"
trigger120= p2name = "Kula Diamond" || p4name = "Kula Diamond"
trigger121= p2name = "god yuri" || p4name = "god yuri"
trigger122= p2name = "igniz" || p4name = "igniz"
trigger123= p2name = "cvsg_rugal" || p4name = "cvsg_rugal"
trigger124= p2name = "Y'" || p4name = "Y'"
trigger125= p2name = "Adel" || p4name = "Adel"
trigger126= p2name = "adelheid" || p4name = "adelheid"
trigger127= p2name = "O-Adel" || p4name = "O-Adel"
trigger128= p2name = "Mukai" || p4name = "Mukai"
trigger129= p2name = "Long" || p4name = "Long"
trigger130= p2name = "Shion" || p4name = "Shion"
trigger131= p2name = "Magaki" || p4name = "Magaki"
trigger132= p2name = "Carlos" || p4name = "Carlos"
trigger133= p2name = "Dee" || p4name = "Dee"
trigger134= p2name = "Testament" || p4name = "Testament"
trigger135= p2name = "Justice" || p4name = "Justice"
trigger136= p2name = "Dizzy" || p4name = "Dizzy"
trigger137= p2name = "I-no" || p4name = "I-no"
trigger138= p2name = "order-Sol=Badguy" || p4name = "order-Sol=Badguy"
trigger139= p2name = "Leopaldon" || p4name = "Leopaldon"
trigger140= p2name = "JUDGMENT" || p4name = "JUDGMENT"
trigger141= p2name = "Yumeji" || p4name = "Yumeji"
trigger142= p2name = "Sankuro" || p4name = "Sankuro"
trigger143= p2name = "Mildred_Avallone" || p4name = "Mildred_Avallone"
trigger144= p2name = "Angelia Avallone" || p4name = "Angelia Avallone"
trigger145= p2name = "gonzales" || p4name = "gonzales"
trigger146= p2name = "Azteca" || p4name = "Azteca"
trigger147= p2name = "General" || p4name = "General"
trigger148= p2name = "Rockman zero" || p4name = "Rockman zero"
trigger149= p2name = "Rockmanzero" || p4name = "Rockmanzero"
trigger150= p2name = "Mars People" || p4name = "Mars People"
trigger151= p2name = "MarsPeople" || p4name = "MarsPeople"
trigger152= p2name = "Demitri" || p4name = "Demitri"
trigger153= p2name = "Demitri Maximoff" || p4name = "Demitri Maximoff"
trigger154= p2name = "svcathena" || p4name = "svcathena"
trigger155= p2name = "Red Arremer" || p4name = "Red Arremer"
trigger156= p2name = "svckarate" || p4name = "svckarate"
trigger157= p2name = "Mizuchi" || p4name = "Mizuchi"
trigger158= p2name = "Rugal.B" || p4name = "Rugal.B"
trigger159= p2name = "Rugal2k2" || p4name = "Rugal2k2"
trigger160= p2name = "omega rugal98" || p4name = "omega rugal98"
trigger161= p2name = "Rugal_TLE" || p4name = "Rugal_TLE"
trigger162= p2name = "Silver" || p4name = "Silver"
trigger163= p2name = "Gai Tendo" || p4name = "Gai Tendo"
trigger164= p2name = "Syo Hayate" || p4name = "Syo Hayate"
trigger165= p2name = "Final Sigma W" || p4name = "Final Sigma W"
trigger166= p2name = "Sigma" || p4name = "Sigma"
trigger167= (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname != "Sigmund=E=Wily + Anubis Black"
trigger168= p2name = "Vile" || p4name = "Vile"
trigger169= p2name = "iX" || p4name = "iX"
trigger170= p2name = "heart-armardi" || p4name = "heart-armardi"
trigger171 = p2name = "colonel_X4" || p4name = "colonel_X4"
trigger172 = p2name = "iris_X4" || p4name = "iris_X4"
trigger173 = p2name = "Infinity Sigma" || p4name = "Infinity Sigma"
trigger174 = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black")
trigger175 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger176 = (p2name = "Magma Dragoon" || p4name = "Magma Dragoon")&& enemy,authorname = "ArcadeDemo"
trigger177 = (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")&& enemy,authorname = "ArcadeDemo"
trigger178 = (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")&& enemy,authorname = "ArcadeDemo"
trigger179 = (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")&& enemy,authorname = "ArcadeDemo"
trigger180 = (p2name = "mattrex" || p4name = "mattrex")&& enemy,authorname = "ArcadeDemo"
trigger181 = (p2name = "skiver" || p4name = "skiver")&& enemy,authorname = "MugenDemo"
trigger182 = (p2name = "Dynamo" || p4name = "Dynamo")&& enemy,authorname = "D.Mugen & V.X"
trigger183 = (p2name = "spike rosered" || p4name = "spike rosered")
trigger184 = (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger185 = (p2name = "HIGHMAX" || p4name = "HIGHMAX")&& enemy,authorname = "taihei//RedLine"
trigger186 = (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")&& enemy,authorname = "ArcadeDemo"
trigger187 = (p2name = "Split Mushroom" || p4name = "Split Mushroom")&& enemy,authorname = "ArcadeDemo"
trigger188 = (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")&& enemy,authorname = "ArcadeDemo"
trigger189 = (p2name = "Web Spider" || p4name = "Web Spider")&& enemy,authorname = "ArcadeDemo"
trigger190 = (p2name = "Elecman URM Prototype v3" || p4name = "Magma Dragoon")&& enemy,authorname = "Shircan"
trigger191 = (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")&& enemy,authorname = "Shircan"
trigger192 = (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")&& enemy,authorname = "Shircan"
trigger193 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")&& enemy,authorname = "ArcadeDemo"
trigger194 = p2name = "Vile MMHX" || p4name = "Vile MMHX"
trigger195 = (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")&& enemy,authorname = "Shircan"
trigger196 = p2name = "Magma Dragoon" || p4name = "Magma Dragoon"
trigger197 = p2name = "MEGA MAN/ROCK MAN X6 GATE" || p4name = "MEGA MAN/ROCK MAN X6 GATE"
trigger198 = (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger199 = (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")&& enemy,authorname = "Exclamation_Question"
trigger200 = (p2name = "Zero Awakening" || p4name = "Zero Awakening")&& enemy,authorname = "D.Mugen"
trigger201 = (p2name = "Zero (Normal) Boss" || p4name = "Zero (Normal) Boss")&& enemy,authorname = "D.Mugen"
trigger202 = (p2name = "Zero Nightmare" || p4name = "Zero Nightmare")&& enemy,authorname = "zen"
trigger203 = (p2name = "VAVA MK2" || p4name = "VAVA MK2")&& enemy,authorname = "Reploids Labo"
trigger204 = (p2name = "Awakened Zero" || p4name = "Awakened Zero")&& enemy,authorname = "Tomislav Lukic"
trigger205 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")&& enemy,authorname = "Dr.Doppler"
trigger206 = (p2name = "Mac" || p4name = "Mac")&& enemy,authorname = "Dr.Doppler"
trigger207 = enemy,name = "Zero_X2" && enemy,var(59) > 0
trigger208 = enemy,name = "UltimateArmorSFC" && enemy,var(59) > 0
trigger209 = enemy,name = "TrueUltimateArmor" && enemy,var(59) > 0
trigger210 = enemy,name = "Command Mission X" && enemy,var(59) > 0
trigger211 = enemy,name = "Maverick Hunter Zero" && enemy,var(59) > 0
trigger212 = enemy,name = "Vile MK2 (SNES)"
trigger213 = enemy,name = "GRAVITY ANTONIUM"
trigger214 = enemy,name = "Vile MK5 + Ride Amor (MX8 Demake)"
trigger215 = enemy,name = "Vile MK2 (SNES)"
trigger216 = enemy,name = "Magma Dragoon (SNES Boss)"
trigger217 = enemy,name = "Ereg-1000"
trigger218 = enemy,name = "Copy Sigma"
trigger219 = enemy,name = "Acid Seahorse"
value = 10196


;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 1
id = 4000
name = "READY"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 190, 0]
type = VarSet
trigger1 = 1
var(8) = 0

[State 190, 0]
type = VarSet
trigger1 = 1
var(9) = 0

[State 190, 0]
type = VarSet
trigger1 = 1
var(11) = 0

[State a, WeaponRecover]
Type = PowerSet
Trigger1 = time = 1
value = PowerMax

[State 190, 0]
type = VelSet
trigger1 = time = 120
y = 7

[State 1];�J�����Œ�
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 190, 0]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = noshadow

[State 190, 1]
type = PosSet
trigger1 = time = 0
y = -300

[State 190, 2]
type = ChangeState
trigger1 = Pos Y > -1
value = 192

[State 190, 3]
type = PlaySnd
trigger1 = time = 122
value = 190,1
channel = 1

[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

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

[State 190, 0]
type = VarSet
trigger1 = 1
var(8) = 0

[State 190, 0]
type = VarSet
trigger1 = 1
var(9) = 0

[State 190, 0]
type = VarSet
trigger1 = 1
var(11) = 0

[State 191, 0]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 3]
type = PlaySnd
trigger1 = animelem = 15
value = 190,0
channel = 1

[State 191, 1]
type = PosSet
trigger1 = 1
y = 0

[State 191, 2]
type = changeanim
trigger1 = Animtime = 0
value = 0

[State 191, 3]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = anim = 0 && time >= 1
trigger1 = (enemy,var(59) = 0)
value = 0

[State 192, 2]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = anim = 0 && time >= 1
trigger1 = enemy,stateno != [190,199]
value = 0



[Statedef 193]
type = S
ctrl = 0
anim = 13234
velset = 0,0
sprpriority = 4

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

[State 191, 0]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,14
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 110
value = S0,14
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 66
value = S0,13
channel = 1

[State 1041,15]
type = Explod
trigger1 = time = 0
anim = 13233
id = 13233
postype = p1
pos = 0,0
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 3
removeongethit = 1

[State 1041,15]
type = Explod
trigger1 = time = 98
anim = 13232
id = 13232
postype = p1
pos = 0,0
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1

[State 1041,15]
type = Explod
trigger1 = time = 0
anim = 13231
id = 13231
postype = p1
pos = 0,0
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1

[State 1041,15]
type = Explod
trigger1 = time = 0
anim = 13232
id = 13235
postype = p1
pos = 0,0
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1

[State 1041,15]
type = Explod
trigger1 = time = 66
anim = 7002
id = 7002
postype = p1
pos = 10 - random%20,-20 - random%20
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1

[State 1041,15]
type = Explod
trigger1 = time = 74
anim = 7002
id = 7002
postype = p1
pos = 10 - random%20,-20 - random%20
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1

[State 1041,15]
type = Explod
trigger1 = time = 66
anim = 7002
id = 7002
postype = p1
pos = 10,-30
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1

[State 1041,15]
type = Explod
trigger1 = time = 74
anim = 7002
id = 7002
postype = p1
pos = 30 - random%20,-20 - random%20
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 66
id = 13235
;ignorehitpause =
;persistent =

[State 1041,15]
type = Explod
trigger1 = time = 27
anim = 13235
id = 13236
postype = p1
pos = 0,0
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1

[State 1041,15]
type = Explod
trigger1 = time = 12
anim = 13236
id = 13237
postype = p1
pos = 0,-10
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1
scale = .5,.5

[State 1041,15]
type = Explod
trigger1 = time = 1
anim = 13236
id = 13237
postype = p1
pos = 0,-43
vel = 0,0
ownpal = 1
bindtime = -1
sprpriority = 2
removeongethit = 1
scale = .7,.7

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 31
value = 20,0

[State 191, 1]
type = PosSet
trigger1 = 1
y = 0

[State 191, 2]
type = ChangeState
trigger1 = time = 160
value = 99

;Vs Vile
[Statedef 10195]
type = S
ctrl = 0
anim = 15750
velset = 0,0

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

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 0
id = 4000
name = "WARNING"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State a, WeaponRecover]
Type = PowerSet
Trigger1 = time = 1
value = PowerMax

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic
flag3 = nobardisplay

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 193, 2]
type = ChangeState
trigger1 = Time >= 1610
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;Vs Mavericks
[Statedef 10196]
type = S
ctrl = 0
anim = 15750
velset = 0,0

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

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic
flag3 = nobardisplay

[State 1];カメラ固定
type = screenbound
trigger1 = 1
ignorehitpause = 1
movecamera = 0,0
value = 1

[State a, WeaponRecover]
Type = PosSet
Trigger1 = time = 0
y = 0

[State a, WeaponRecover]
Type = PowerSet
Trigger1 = time = 1
value = PowerMax

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 0
id = 4050
name = "WARNING"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4050
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 191, 2]
type = changeanim
trigger1 = Animtime = 0
value = 0

[State 191, 3]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = anim = 0 && time >= 1
trigger1 = (enemy,var(59) = 0)
value = 0

[State 192, 2]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = anim = 0 && time >= 1
trigger1 = enemy,stateno != [190,199]
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

;Vs iX
[Statedef 10197]
type = S
ctrl = 0
anim = 15750
velset = 0,0

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

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic
flag3 = nobardisplay

[State a, WeaponRecover]
Type = PowerSet
Trigger1 = time = 1
value = PowerMax

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 0
id = 4000
name = "WARNING"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 193, 2]
type = ChangeState
trigger1 = Time >= 550
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;Vs Zero X1
[Statedef 10198]
type = S
ctrl = 0
anim = 4127
velset = 0,0

[State a, WeaponRecover]
Type = PowerSet
Trigger1 = time = 1
value = PowerMax

[State a]
type = Explod
trigger1 = time = 0
anim = 4157
id = 4517
sprpriority = 2
postype = p1
pos = 55,0
vel = 0,0
removetime = 70

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 70
value = 100,0
channel = 1

[State a]
type = Explod
trigger1 = time = 70
anim = 4158
id = 4518
sprpriority = 2
postype = p1
pos = 55,0
vel = -5.4,0
removetime = 10

[State a]
type = Explod
trigger1 = time = 70
anim = 4126
id = 4126
sprpriority = 2
postype = p1
pos = 55,0
vel = -5.4,0
removetime = 10

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic
flag3 = nobardisplay

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 193, 2]
type = ChangeState
trigger1 = Time >= 100
value = 0


;Vs First Armor(Gag)
[Statedef 10199]
type = S
ctrl = 0
velset = 0,0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 15753

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic
flag3 = nobardisplay

[State a, WeaponRecover]
Type = PowerSet
Trigger1 = time = 1
value = PowerMax

;---------------------[�w���p�[]

[state a]
type = Helper
trigger1 = time = 12
trigger2 = time = 65
trigger3 = time = 118
trigger4 = time = 208
id = 11101
name = "Hadouken"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 11101
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 12
value = 1100,77

[State a]
type = PlaySnd
trigger1 = time = 65
value = 1100,4

[State a]
type = PlaySnd
trigger1 = time = 118
value = 1100,26

[State a]
type = PlaySnd
trigger1 = time = 208
value = 1100,random%78

[State a]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 63
trigger3 = time = 116
trigger4 = time = 206
value = 1101,0


[State 193, 2]
type = ChangeState
trigger1 = Time >= 550
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;===========================================================================
;�g�����i�P�QP�ȊO�j�@�e����
;===========================================================================
[Statedef 11101]
type = A
ctrl = 0
anim = 15754
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = velset
trigger1 = time = 1
x = 1.6

[state a]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, SP
animtype  = hard
damage  = 0
priority = 1, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2005
sparkxy = 10,-29
hitsound   = s1101,1
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = destroyself
trigger1 = movehit
;---------------------------------------------------------------------------
; READY
[Statedef 4000]
type = S
ctrl = 0
anim = 4010
velset = 0,0
sprpriority = 99995

[state a]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion"
trigger2 = p2name = "Makamaka" || p4name = "Makamaka"
trigger3 = p2name = "Misuzu" || p4name = "Misuzu"
trigger4 = p2name = "Touyama" || p4name = "Touyama"
trigger5 = p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER"
trigger6 = p2name = "Karate Kenji" || p4name = "Karate Kenji"
trigger7 = p2name = "vega" || p4name = "vega"
trigger8 = p2name = "gouki" || p4name = "gouki"
trigger9 = p2name = "akuma" || p4name = "akuma"
trigger10= p2name = "gill" || p4name = "gill"
trigger11= p2name = "Juggernaut" || p4name = "Juggernaut"
trigger12= p2name = "Magneto" || p4name = "Magneto"
trigger13= p2name = "Doctor Doom" || p4name = "Doctor Doom"
trigger14= p2name = "Dr.Doom" || p4name = "Dr.Doom"
trigger15= p2name = "Thanos" || p4name = "Thanos"
trigger16= p2name = "Apocalypse" || p4name = "Apocalypse"
trigger17= p2name = "Mech Gouki" || p4name = "Mech Gouki"
trigger18= p2name = "Cyber Akuma" || p4name = "Cyber Akuma"
trigger19= p2name = "Onslaught" || p4name = "Onslaught"
trigger20= p2name = "Abyss" || p4name = "Abyss"
trigger21= p2name = "Phobos" || p4name = "Phobos"
trigger22= p2name = "Pylon" || p4name = "Pylon"
trigger23= p2name = "jedah" || p4name = "jedah"
trigger24= p2name = "Jedah Dohma" || p4name = "Jedah Dohma"
trigger25= p2name = "Shin Gouki" || p4name = "Shin Gouki"
trigger26= p2name = "God Rugal" || p4name = "God Rugal"
trigger27= p2name = "Warlock" || p4name = "Warlock"
trigger28= p2name = "Zero Gouki" || p4name = "Zero Gouki"
trigger29= p2name = "Sagat" || p4name = "Sagat"
trigger30= p2name = "Dan" || p4name = "Dan"
trigger31= p2name = "Dan Hibiki" || p4name = "Dan Hibiki"
trigger32= p2name = "Cyber Dan" || p4name = "Cyber Dan"
trigger33= p2name = "Evil Ryu" || p4name = "Evil Ryu"
trigger34= p2name = "Evil Ken" || p4name = "Evil Ken"
trigger35= p2name = "Evil Dan" || p4name = "Evil Dan"
trigger36= p2name = "Siguma" || p4name = "Siguma"
trigger37= p2name = "Vava" || p4name = "Vava"
trigger38= p2name = "Gouken" || p4name = "Gouken"
trigger39= p2name = "Geese" || p4name = "Geese"
trigger40= p2name = "Geese Howard" || p4name = "Geese Howard"
trigger41= p2name = "NIGHTMARE GEESE" || p4name = "NIGHTMARE GEESE"
trigger42= p2name = "Krauser" || p4name = "Krauser"
trigger43= p2name = "Ryo" || p4name = "Ryo"
trigger44= p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
trigger45= p2name = "Grant" || p4name = "Grant"
trigger46= p2name = "Kain" || p4name = "Kain"
trigger47= p2name = "Kain.R.Heinlein" || p4name = "Kain.R.Heinlein"
trigger48= p2name = "Kain R Heinlein" || p4name = "Kain R Heinlein"
trigger49= p2name = "Mr Karate" || p4name = "Mr Karate"
trigger50= p2name = "Mr.Karate" || p4name = "Mr.Karate"
trigger51= p2name = "Mr.Big" || p4name = "Mr.Big"
trigger52= p2name = "Sinclair" || p4name = "Sinclair"
trigger53= p2name = "Wyler" || p4name = "Wyler"
trigger54= p2name = "Amakusa" || p4name = "Amakusa"
trigger55= p2name = "Mizuki" || p4name = "Mizuki"
trigger56= p2name = "Kuroko" || p4name = "Kuroko"
trigger57= p2name = "Zankuro" || p4name = "Zankuro"
trigger58= p2name = "Zankuro Minazuki" || p4name = "Zankuro Minazuki"
trigger59= p2name = "Gaoh" || p4name = "Gaoh"
trigger60= p2name = "gigas" || p4name = "gigas"
trigger61= p2name = "ZEUS" || p4name = "ZEUS"
trigger62= p2name = "Dio" || p4name = "Dio"
trigger63= p2name = "NeoDio" || p4name = "NeoDio"
trigger64= p2name = "Neo-Dio" || p4name = "Neo-Dio"
trigger65= p2name = "Shishioh" || p4name = "Shishioh"
trigger66= p2name = "Shin Shishioh" || p4name = "Shin Shishioh"
trigger67= p2name = "ShinShishioh" || p4name = "ShinShishioh"
trigger68= p2name = "Jazu" || p4name = "Jazu"
trigger69= p2name = "Karnov" || p4name = "Karnov"
trigger70= p2name = "Ox" || p4name = "Ox"
trigger71= p2name = "Behemoth" || p4name = "Behemoth"
trigger72= p2name = "Eelis" || p4name = "Eelis"
trigger73= p2name = "Lucifer" || p4name = "Lucifer"
trigger74= p2name = "Abubo" || p4name = "Abubo"
trigger75= p2name = "JOHANN" || p4name = "JOHANN"
trigger76= p2name = "Shinnosuke Kagami" || p4name = "Shinnosuke Kagami"
trigger77= p2name = "Kouryu" || p4name = "Kouryu"
trigger78= p2name = "SISSY" || p4name = "SISSY"
trigger79= p2name = "Otane" || p4name = "Otane"
trigger80= p2name = "Oume" || p4name = "Oume"
trigger81= p2name = "Son Gokuu" || p4name = "Son Gokuu"
trigger82= p2name = "Felden" || p4name = "Feldenkrais"
trigger83= p2name = "FeldenKrais" || p4name = "FeldenKrais"
trigger84= p2name = "Felden Kryz" || p4name = "Felden Kryz"
trigger85= p2name = "Fernandes" || p4name = "Fernandes"
trigger86= p2name = "Rugal" || p4name = "Rugal"
trigger87= p2name = "Rugal Bernstein" || p4name = "Rugal Bernstein"
trigger88= p2name = "Omega Rugal" || p4name = "Omega Rugal"
trigger89= p2name = "o-rugal" || p4name = "o-rugal"
trigger90= p2name = "Goenitz" || p4name = "Goenitz"
trigger91= p2name = "yamazaki" || p4name = "yamazaki"
trigger92= p2name = "Ryuji Yamazaki" || p4name = "Ryuji Yamazaki"
trigger93= p2name = "Violent Yamazaki" || p4name = "Violent Yamazaki"
trigger94= p2name = "Chonshu" || p4name = "Chonshu"
trigger95= p2name = "Jin Chonshu" || p4name = "Jin Chonshu"
trigger96= p2name = "Chonrei" || p4name = "Chonrei"
trigger97= p2name = "Jin Chonrei" || p4name = "Jin Chonrei"
trigger98= p2name = "Orochi" || p4name = "Orochi"
trigger99= p2name = "yashiro" || p4name = "yashiro"
trigger100= p2name = "Yashiro Nanakase" || p4name = "Yashiro Nanakase"
trigger101= p2name = "orochiyashiro" || p4name = "orochiyashiro"
trigger102= p2name = "Shermie" || p4name = "Shermie"
trigger103= p2name = "orochiShermie" || p4name = "orochiShermie"
trigger104= p2name = "chris" || p4name = "chris"
trigger105= p2name = "orochichris" || p4name = "orochichris"
trigger106= p2name = "Orochi Leona" || p4name = "Orochi Iori"
trigger107= p2name = "Orochi Leona" || p4name = "Orochi Leona"
trigger108= p2name = "Chizuru" || p4name = "Chizuru"
trigger109= p2name = "Chizuru Kagura" || p4name = "Chizuru Kagura"
trigger110= p2name = "Chizuru&Maki" || p4name = "Chizuru&Maki"
trigger111= p2name = "Krizalid" || p4name = "Krizalid"
trigger112= p2name = "kyo" || p4name = "kyo"
trigger113= p2name = "kyo kusanagi" || p4name = "kyo kusanagi"
trigger114= p2name = "iori" || p4name = "iori"
trigger115= p2name = "iori yagami" || p4name = "iori yagami"
trigger116= p2name = "KUSANAGI" || p4name = "KUSANAGI"
trigger117= p2name = "zero" || p4name = "zero"
trigger118= p2name = "OriginalZero" || p4name = "OriginalZero"
trigger119= p2name = "Kula" || p4name = "Kula"
trigger120= p2name = "Kula Diamond" || p4name = "Kula Diamond"
trigger121= p2name = "god yuri" || p4name = "god yuri"
trigger122= p2name = "igniz" || p4name = "igniz"
trigger123= p2name = "cvsg_rugal" || p4name = "cvsg_rugal"
trigger124= p2name = "Y'" || p4name = "Y'"
trigger125= p2name = "Adel" || p4name = "Adel"
trigger126= p2name = "adelheid" || p4name = "adelheid"
trigger127= p2name = "O-Adel" || p4name = "O-Adel"
trigger128= p2name = "Mukai" || p4name = "Mukai"
trigger129= p2name = "Long" || p4name = "Long"
trigger130= p2name = "Shion" || p4name = "Shion"
trigger131= p2name = "Magaki" || p4name = "Magaki"
trigger132= p2name = "Carlos" || p4name = "Carlos"
trigger133= p2name = "Dee" || p4name = "Dee"
trigger134= p2name = "Testament" || p4name = "Testament"
trigger135= p2name = "Justice" || p4name = "Justice"
trigger136= p2name = "Dizzy" || p4name = "Dizzy"
trigger137= p2name = "I-no" || p4name = "I-no"
trigger138= p2name = "order-Sol=Badguy" || p4name = "order-Sol=Badguy"
trigger139= p2name = "Leopaldon" || p4name = "Leopaldon"
trigger140= p2name = "JUDGMENT" || p4name = "JUDGMENT"
trigger141= p2name = "Yumeji" || p4name = "Yumeji"
trigger142= p2name = "Sankuro" || p4name = "Sankuro"
trigger143= p2name = "Mildred_Avallone" || p4name = "Mildred_Avallone"
trigger144= p2name = "Angelia Avallone" || p4name = "Angelia Avallone"
trigger145= p2name = "gonzales" || p4name = "gonzales"
trigger146= p2name = "Azteca" || p4name = "Azteca"
trigger147= p2name = "General" || p4name = "General"
trigger148= p2name = "Rockman zero" || p4name = "Rockman zero"
trigger149= p2name = "Rockmanzero" || p4name = "Rockmanzero"
trigger150= p2name = "Mars People" || p4name = "Mars People"
trigger151= p2name = "MarsPeople" || p4name = "MarsPeople"
trigger152= p2name = "Demitri" || p4name = "Demitri"
trigger153= p2name = "Demitri Maximoff" || p4name = "Demitri Maximoff"
trigger154= p2name = "svcathena" || p4name = "svcathena"
trigger155= p2name = "Red Arremer" || p4name = "Red Arremer"
trigger156= p2name = "svckarate" || p4name = "svckarate"
trigger157= p2name = "Mizuchi" || p4name = "Mizuchi"
trigger158= p2name = "Rugal.B" || p4name = "Rugal.B"
trigger159= p2name = "Rugal2k2" || p4name = "Rugal2k2"
trigger160= p2name = "omega rugal98" || p4name = "omega rugal98"
trigger161= p2name = "Rugal_TLE" || p4name = "Rugal_TLE"
trigger162= p2name = "Silver" || p4name = "Silver"
trigger163= p2name = "Gai Tendo" || p4name = "Gai Tendo"
trigger164= p2name = "Syo Hayate" || p4name = "Syo Hayate"
trigger165= p2name = "Final Sigma W" || p4name = "Final Sigma W"
trigger166= p2name = "Sigma" || p4name = "Sigma"
trigger167= (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname != "Sigmund=E=Wily + Anubis Black"
trigger168= p2name = "Vile" || p4name = "Vile"
trigger169= p2name = "iX" || p4name = "iX"
trigger170= p2name = "heart-armardi" || p4name = "heart-armardi"
trigger171 = p2name = "colonel_X4" || p4name = "colonel_X4"
trigger172 = p2name = "iris_X4" || p4name = "iris_X4"
trigger173 = p2name = "Infinity Sigma" || p4name = "Infinity Sigma"
trigger174 = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black")
trigger175 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger176 = (p2name = "Magma Dragoon" || p4name = "Magma Dragoon")&& enemy,authorname = "ArcadeDemo"
trigger177 = (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")&& enemy,authorname = "ArcadeDemo"
trigger178 = (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")&& enemy,authorname = "ArcadeDemo"
trigger179 = (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")&& enemy,authorname = "ArcadeDemo"
trigger180 = (p2name = "mattrex" || p4name = "mattrex")&& enemy,authorname = "ArcadeDemo"
trigger181 = (p2name = "skiver" || p4name = "skiver")&& enemy,authorname = "MugenDemo"
trigger182 = (p2name = "Dynamo" || p4name = "Dynamo")&& enemy,authorname = "D.Mugen & V.X"
trigger183 = (p2name = "spike rosered" || p4name = "spike rosered")
trigger184 = (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger185 = (p2name = "HIGHMAX" || p4name = "HIGHMAX")&& enemy,authorname = "taihei//RedLine"
trigger186 = (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")&& enemy,authorname = "ArcadeDemo"
trigger187 = (p2name = "Split Mushroom" || p4name = "Split Mushroom")&& enemy,authorname = "ArcadeDemo"
trigger188 = (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")&& enemy,authorname = "ArcadeDemo"
trigger189 = (p2name = "Web Spider" || p4name = "Web Spider")&& enemy,authorname = "ArcadeDemo"
trigger190 = (p2name = "Elecman URM Prototype v3" || p4name = "Magma Dragoon")&& enemy,authorname = "Shircan"
trigger191 = (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")&& enemy,authorname = "Shircan"
trigger192 = (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")&& enemy,authorname = "Shircan"
trigger193 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")&& enemy,authorname = "ArcadeDemo"
trigger194 = p2name = "Vile MMHX" || p4name = "Vile MMHX"
trigger195 = (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")&& enemy,authorname = "Shircan"
trigger196 = p2name = "Magma Dragoon" || p4name = "Magma Dragoon"
trigger197 = p2name = "MEGA MAN/ROCK MAN X6 GATE" || p4name = "MEGA MAN/ROCK MAN X6 GATE"
trigger198 = (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger199 = (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")&& enemy,authorname = "Exclamation_Question"
trigger200 = (p2name = "Zero Awakening" || p4name = "Zero Awakening")&& enemy,authorname = "D.Mugen"
trigger201 = (p2name = "Zero (Normal) Boss" || p4name = "Zero (Normal) Boss")&& enemy,authorname = "D.Mugen"
trigger202 = (p2name = "Zero Nightmare" || p4name = "Zero Nightmare")&& enemy,authorname = "zen"
trigger203 = (p2name = "VAVA MK2" || p4name = "VAVA MK2")&& enemy,authorname = "Reploids Labo"
trigger204 = (p2name = "Awakened Zero" || p4name = "Awakened Zero")&& enemy,authorname = "Tomislav Lukic"
trigger205 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")&& enemy,authorname = "Dr.Doppler"
trigger206 = (p2name = "Mac" || p4name = "Mac")&& enemy,authorname = "Dr.Doppler"
trigger207 = enemy,name = "Zero_X2" && enemy,var(59) > 0
trigger208 = enemy,name = "UltimateArmorSFC" && enemy,var(59) > 0
trigger209 = enemy,name = "TrueUltimateArmor" && enemy,var(59) > 0
trigger210 = enemy,name = "Command Mission X" && enemy,var(59) > 0
value = 4050

;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = varadd
trigger1 = time >= 65
v = 2
value = 1

[state a]
type = varadd
trigger1 = time >= 120
v = 3
value = 1

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

;---------------------[���ʉ�]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 60
value = 190,2

;---------------------[�ړ�]
[state a]
type = posset
trigger1 = 1
x = -200

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 156 - var(3)*4,220 + var(3)

[state a]
type = palfx
trigger1 = 1
time = 2
add = 10,40,40

[state a]
type = varadd
trigger1 = time >= 0
trigger1 = time <= 35
v = 1
value = 2

[state a]
type = angledraw
trigger1 = 1
scale = 9999,120 - var(1)

;---------------------[�G�t�F�N�g]
[State a]
type = Explod
trigger1 = time <= 80
trigger1 = time % 3 = 0
anim = 4025
id = 4025
sprpriority = 99999
postype = p1
pos = 330,-45 + random%90
bindtime = 1
vel = -15,0
removetime = 25
under = 0
trans = addalpha
alpha = 235,120
ownpal = 1

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 10
id = 4020
name = "READY"
sprpriority = 5
pos = 400,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 15
id = 4021
name = "READY"
sprpriority = 5
pos = 450,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 20
id = 4022
name = "READY"
sprpriority = 5
pos = 500,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 25
id = 4023
name = "READY"
sprpriority = 5
pos = 550,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 30
id = 4024
name = "READY"
sprpriority = 5
pos = 600,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]
[State 191, 3]
type = destroyself
trigger1 = var(3) >= 256

;---------------------------------------------------------------------------
; ����
[Statedef 4020]
type = S
ctrl = 0
anim = 4020
velset = -10,0
sprpriority = 99999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4021)
value = 4021

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4022)
value = 4022

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4023)
value = 4023

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4024)
value = 4024

;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

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

;---------------------[�ړ�]
[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

[state a]
type = velset
trigger1 = time = 30
x = 0

[state a]
type = angledraw
trigger1 = 1
scale = 0.5,0.5

[state a]
type = velset
trigger1 = parent,var(2) = 50
x = -15

;---------------------[�w���p�[]
[state a];
type = Helper
trigger1 = ishelper(4020)
trigger1 = parent,var(2) = 1
id = 4020
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4021)
trigger1 = parent,var(2) = 1
id = 4021
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4022)
trigger1 = parent,var(2) = 1
id = 4022
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4023)
trigger1 = parent,var(2) = 1
id = 4023
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4024)
trigger1 = parent,var(2) = 1
id = 4024
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[�X�e�[�g�ڍs]
[State 191, 3]
type = destroyself
trigger1 = time = 140

;---------------------------------------------------------------------------
; ����2
[Statedef 4021]
type = S
ctrl = 0
anim = 4020
velset = 0,0
sprpriority = 1000000

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4021)
value = 4021

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4022)
value = 4022

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4023)
value = 4023

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4024)
value = 4024

;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = 1
v = 1
value = 1

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

;---------------------[�ړ�]
[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1)*6,var(1)*6

[state a]
type = angledraw
trigger1 = 1
scale = 0.5 + var(1)*0.005,0.5 + var(1)*0.005

;---------------------[����]


;---------------------[�X�e�[�g�ڍs]
[State 191, 3]
type = destroyself
trigger1 = var(1) >= 256


;---------------------------------------------------------------------------
; WARNING
[Statedef 4050]
type = S
ctrl = 0
anim = 4050
velset = 0,0
sprpriority = 99995

;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 3
value = 0

[state a]
type = null;varadd
trigger1 = time >= 65
v = 2
value = 1

[state a]
type = varadd
trigger1 = time >= 230
v = 3
value = 8

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

;---------------------[���ʉ�]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 30
value = 190,3

;---------------------[�ړ�]
[state a]
type = posset
trigger1 = 1
x = -200

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1)*8 - var(3),256 + var(1)*8 + var(3)

[state a]
type = varadd
trigger1 = time >= 0
trigger1 = time < 16
trigger2 = time >= 32
trigger2 = time < 48
trigger3 = time >= 60
trigger3 = time < 72
v = 1
value = 1

[state a]
type = varadd
trigger1 = time >= 16
trigger1 = time < 32
trigger2 = time >= 48
trigger2 = time < 60
v = 1
value = -1

[state a]
type = null;palfx
trigger1 = 1
time = 2
add = 10,40,40

[state a]
type = varadd
trigger1 = time >= 72
trigger1 = time <= 128
v = 2
value = 2

[state a]
type = angledraw
trigger1 = 1
scale = 9999,150 - var(2)

;---------------------[�G�t�F�N�g]


;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 40
id = 4060
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 60
id = 4061
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 80
id = 4062
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 100
id = 4063
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 120
id = 4064
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 140
id = 4065
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 160
id = 4066
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]
[State 191, 3]
type = destroyself
trigger1 = var(3) >= 256

;---------------------------------------------------------------------------
; ����
[Statedef 4060]
type = S
ctrl = 0
anim = 4060
velset = 0,0
sprpriority = 99999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4061)
value = 4061

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4062)
value = 4062

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4063)
value = 4063

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4064)
value = 4064

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4065)
value = 4065

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(4066)
value = 4066

;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = parent,var(3) != 0
v = 2
value = 8

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

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y + 120

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1)*8 - var(2),256 - var(1)*8 + var(2)

[state a]
type = varadd
trigger1 = var(1) < 32
v = 1
value = 1

[state a]
type = angledraw
trigger1 = 1
scale = 0.5,0.5


;---------------------[�X�e�[�g�ڍs]
[State 191, 3]
type = destroyself
trigger1 = var(2) >= 256







[Statedef 99]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 36
value = 1

[State 210, 0]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 5120, 4]
type = PlaySnd
trigger1 = time = 0 && Gametime % 2 = 0
value = 40,1

[State 5120, 4]
type = PlaySnd
trigger1 = time = 0 && Gametime % 2 = 1
value = 40,2

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 59
ctrl = 1

[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VelSet
trigger1 = Time = 2
y = const(velocity.airjump.y)

[State 45, 5]
type = ChangeState
trigger1 = Time = 2
value = 59
ctrl = 1

[Statedef 59]
type    = A
physics = A
anim = 41
ctrl = 1

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeState
trigger1 = Vel Y > -3
value = 60

[Statedef 60]
type    = A
physics = A
anim = 44
ctrl = 1

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeState
trigger1 = time = 0
value = 51

;---------------------------------------------------------------------------
[Statedef 412]
type    = A
physics = A
anim = 65
ctrl = 1

[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = 2.5

[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = -2.5

[State 50, 1]
type = velset
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = -4.5

[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[state a]
type = varset
trigger1 = animelem = 1
v = 10
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 10
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 10
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 10
value = 4

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 65
value = 265
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 265
value = 65
elem = var(10)

[State a]
type = Explod
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
anim = 205
id = 200
sprpriority = 5
postype = p1
pos = 2,0
bindtime = -1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
anim = 206
id = 200
sprpriority = 5
postype = p1
pos = 2,0
bindtime = -1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
anim = 207
id = 200
sprpriority = 5
postype = p1
pos = 2,0
bindtime = -1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "ChargeD Shot"
sprpriority = 5
pos = 39 + 2,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
[Statedef 1321]
type = A
ctrl = 0
anim = 9890 + random%4
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = velset
trigger1 = time = 0
x = -3 + (random%60)*0.1
y = -2 - (random%40)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.25

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

[state a]
type = varadd
trigger1 = time > 0
v = 1
value = 8

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 40 - random%80

[state a]
type = destroyself
trigger1 = var(1) >= 256

;---------------------------------------------------------------------------
[Statedef 200]
type = S
ctrl = 0
anim = 200
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a];�U��
type = Helper
triggerall = var(58) = 0
trigger1 = time = 0
id = 500
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 1
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 2
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 3
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 4
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 5
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 6
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


[state a];�U��
type = Helper
triggerall = var(58) = 7
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 8
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
triggerall = var(9) < 240
triggerall = var(58) = 4 && power >= 16
trigger1 = Time > 4 && command = "hold_x"
value = 200
ctrl = 1

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

;---------------------------------------------------------------------------
[Statedef 201]
type = S
ctrl = 0
anim = 201
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = time = 0
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 1
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 39,-30
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 2
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 39,-30
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 3
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 4
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 5
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 39,-30
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 6
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 7
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 39,-30
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
triggerall = var(58) = 8
trigger1 = time = 0
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 39,-30
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

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

;---------------------------------------------------------------------------
[Statedef 202]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = Helper
trigger1 = var(11) = 2 && var(58) = 0
trigger1 = var(8) = 20
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39, -31
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

;---------------------------------------------------------------------------
[Statedef 203]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

[state a]
type = ctrlset
trigger1 = time = 1
value = 1
[State 7226, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
ID = 503
stateno = 503
pos = 22,-21
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 7226, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
ID = 523
stateno = 523
pos = 22 + 8,-21 + 7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



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


;---------------------------------------------------------------------------
[Statedef 204]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[State 7226, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
ID = 506
stateno = 506
pos = 39,-31
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1



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

;---------------------------------------------------------------------------
; �M�K�A�^�b�N
[Statedef 1000]
ctrl = 0
poweradd = ifelse(var(30) = 2,0,-4000)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 1000

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 1001
;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120

;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 1000,2

[State a]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 14
value = 200,12
volume = 255
;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400


[State a]
type = Explod
trigger1 = animelem = 8
anim = 207
id = 200
sprpriority = 5
postype = p1
pos = 31,-24
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 14
anim = 207
id = 200
sprpriority = 5
postype = p1
pos = 35,-25
bindtime = 1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

;---------------------[�w���p�[]


[state a]
type = Helper
trigger1 = animelem = 8
id = 1010
name = "Fully Charged Shot"
sprpriority = 5
pos = 54, -27
postype = p1
stateno = 1010
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 14
id = 1011
name = "Fully Charged Shot"
sprpriority = 5
pos = 57, -24
postype = p1
stateno = 1010
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)�v���Y�}�`���[�W�V���b�g
[Statedef 1010]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1010)
value = 1010
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(1011)
value = 1011

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

;---------------------[���x]
[state a]
type = velset
trigger1 = animelem = 2
x = 11

;---------------------[���g�֌W]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[�U��]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage = 62*(1-((root,var(30)=2)*0.96)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s551
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[�w���p�[]
[state a];���E
type = Helper
trigger1 = animelem = 2
id = 1012
name = "Plasma"
sprpriority = 5
pos = 10, 0
postype = p1
stateno = 1012
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.001

;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150
value = 511

;---------------------------------------------------------------------------
;(HELPER)�v���Y�}�`���[�W�V���b�g�E�����E����
[Statedef 1012]
type = A
ctrl = 0
anim = 1012
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[���g�֌W]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1012
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = parent,stateno != 1010

;===========================================================================
;�g�����i�P�QP�ȊO�j
;===========================================================================
[Statedef 1100]
type = S
ctrl = 0
anim = 2000
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,random%2

[State a]
type = PlaySnd
trigger1 = time = 8
value = 1101,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = 12
id = 1101
name = "Hadouken"
sprpriority = 5
pos = 29,-29
postype = p1
stateno = 1101
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

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

;===========================================================================
;�g�����i�P�QP�ȊO�j�@�e����
;===========================================================================
[Statedef 1101]
type = A
ctrl = 0
anim = 2001
velset = 6,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage  = 99999999
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,1
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = 0.47
fall = 1
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
;===========================================================================
;�g�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1102]
type = A
ctrl = 0
anim = 2001
velset = ifelse(root,fvar(34)=1,6,3.6),0
movetype = A
physics = N
sprpriority = 10

[State 195, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = random = [400,649]
value = 1103

[State 195, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = random = [650,899]
value = 1104

[State 195, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = random >= 900
value = 1105

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage  = Ceil(0.09375*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,1
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,0
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.002

[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a];���E
type = Helper
trigger1 = animelem = 1
id = 1109
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1109
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
trigger4 = movehit && root,var(46) = 0
;===========================================================================
;�g�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1103]
type = A
ctrl = 0
anim = 2002
velset = ifelse(root,fvar(34)=1,6,3.6),0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage  = Ceil(0.0625*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,1
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,0
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.003

[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a];���E
type = Helper
trigger1 = animelem = 1
id = 1109
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1109
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1500, PosAdd]
type = PosAdd
triggerall = root,var(46) = 1
triggerall = Time > 0
;trigger1 = (EnemyNear, Pos Y + EnemyNear, Const(size.mid.pos.y)) >= Pos Y
trigger1 = root,command = "holddown"
y = .8

[State 1500, PosAdd]
type = PosAdd
triggerall = root,var(46) = 1
triggerall = Time > 0
;trigger1 = (EnemyNear, Pos Y + EnemyNear, Const(size.mid.pos.y)) < Pos Y
trigger1 = root,command = "holdup"
y = -.8

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
trigger4 = movehit && root,var(46) = 0
;===========================================================================
;�g�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1104]
type = A
ctrl = 0
anim = 2003
velset = ifelse(root,fvar(34)=1,6,3.6),0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage  = Ceil(0.0625*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,1
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.003

[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[State 1500, PosAdd]
type = PosAdd
triggerall = root,var(46) = 1
triggerall = Time > 0
trigger1 = (EnemyNear, Pos Y + EnemyNear, Const(size.mid.pos.y)) >= Pos Y
trigger2 = (EnemyNear, Pos Y) >= Pos Y
y = 5

[State 1500, PosAdd]
type = PosAdd
triggerall = root,var(46) = 1
triggerall = Time > 0
trigger1 = (EnemyNear, Pos Y + EnemyNear, Const(size.mid.pos.y)) < Pos Y
trigger2 = (EnemyNear, Pos Y) < Pos Y
y = -5

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a];���E
type = Helper
trigger1 = animelem = 1
id = 1109
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1109
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
trigger4 = movehit && root,var(46) = 0
;===========================================================================
;�ԋʔg�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1105]
type = A
ctrl = 0
anim = 2006
velset = ifelse(root,fvar(34)=1,7,4.2),0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.002

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage  = Ceil(0.250*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
pausetime = 0,12
sparkno = s2007
sparkxy = 0,0
hitsound   = s1101,1
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = 0.47
fall = 1
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a];���E
type = Helper
trigger1 = animelem = 1
id = 1109
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1109
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
trigger4 = movehit && root,var(46) = 0
;===========================================================================
;�g�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1106]
type = A
ctrl = 0
anim = 2003
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = velset
trigger1 = ishelper(1106)
x = 2.5
y = -5.0*cos(pi/180*(time*8))

[state a]
type = velset
trigger1 = ishelper(1107)
x = 2.5
y = 5.0*cos(pi/180*(time*8))

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage  = Ceil(0.0625*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,1
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.003

[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a];���E
type = Helper
trigger1 = animelem = 1
id = 1109
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1109
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
trigger4 = movehit && root,var(46) = 0
;---------------------------------------------------------------------------
;(HELPER)�v���Y�}�`���[�W�V���b�g�E�����E����
[Statedef 1109]
type = A
ctrl = 0
anim = 2009
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[���g�֌W]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1109
ignorehitpause = 1


[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
;---------------------[]
[state a]
type = destroyself
trigger1 = parent,stateno != 1102
trigger1 = parent,stateno != 1103
trigger1 = parent,stateno != 1104
trigger1 = parent,stateno != 1115
trigger1 = parent,stateno != 1106
;===========================================================================
;�g�����i�P�QP�j
;===========================================================================
[Statedef 1110]
type = S
ctrl = 0
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[state a]
type = changeanim
trigger1 = time = 0
value = ifelse(command = "Hadouken1",2010,2011)

[state a]
type = varadd
triggerall = fvar(37) < 1
triggerall = fvar(30) < 1
triggerall = !Numhelper(31530)
trigger1 = time = 1
fvar(30) = 0.016

[State 1000]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
fvar(34) = ifelse(Command = "Hadouken1", 0, 1)

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,random%78
[State a]
type = PlaySnd
trigger1 = time = ifelse(fvar(34)=0,8,14)
value = 1101,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = ifelse(fvar(34)=0,8,14)
id = 1101
name = "Hadouken"
sprpriority = 5
pos = 29,-29
postype = p1
stateno = 1102+random%4
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===========================================================================
;�g�����i�P�QP�j
;===========================================================================
[Statedef 1111]
type = A
ctrl = 0
movetype = A
physics = N
sprpriority = 1

[state a]
type = changeanim
trigger1 = time = 0
value = ifelse(command = "Hadouken1",2012,2013)

[state a]
type = varadd
triggerall = fvar(37) < 1
triggerall = fvar(30) < 1
triggerall = !Numhelper(31530)
trigger1 = time = 1
fvar(30) = 0.001

[State 1000]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
fvar(34) = ifelse(Command = "Hadouken1", 0, 1)

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State 1400, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12

[State 1400, VelMul]
type = Velset
trigger1 = Time = 0
x = 0

[State 1400, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .1, -.1)

[State 1400, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[state a]
type = posset
trigger1 = pos y >= 0
y = 0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,random%78

[State a]
type = PlaySnd
trigger1 = time = ifelse(fvar(34)=0,8,14)
value = 1101,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = ifelse(fvar(34)=0,8,14)
id = 1101
name = "Hadouken"
sprpriority = 5
pos = 29,-29
postype = p1
stateno = 1102+random%4
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;===========================================================================
;�g�����i�P�QP�j
;===========================================================================
[Statedef 1200]
type = S
ctrl = 0
velset = 0,0
movetype = A
physics = S
sprpriority = 1

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 2011

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 2013
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varadd
triggerall = fvar(37) < 1
triggerall = fvar(30) < 1
triggerall = !Numhelper(31530)
trigger1 = time = 1
fvar(30) = 0.016

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,4+random%5

[State a]
type = PlaySnd
trigger1 = time = 14
value = 1101,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = 14
id = 1107
name = "Hadouken"
sprpriority = 5
pos = 29,-29
postype = p1
stateno = 1106
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = time = 14
id = 1106
name = "Hadouken"
sprpriority = 5
pos = 29,-29
postype = p1
stateno = 1106
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;===========================================================================
;EX�g�����i�P�QP�j
;===========================================================================
[Statedef 1112]
type = S
ctrl = 0
velset = 0,0
anim = 2010
movetype = A
physics = S
sprpriority = 1

[state a]
type = varadd
trigger1 = time = 1
fvar(30) = -0.250

[State -3, EX Flash]
type = PalFX
trigger1 = !(GameTime % 2)
time = 1
color = 0
mul = 256, 224, 0
add = 128, 128, 128
ignoreHitPause = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State a]
type = PlaySnd
trigger1 = time = 1
value = 1101,2

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,random%78

[State a]
type = PlaySnd
trigger1 = time = 8
value = 1101,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = 8
id = 1115
name = "Hadouken"
sprpriority = 5
pos = 29,-29
postype = p1
stateno = 1115
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===========================================================================
;EX�g�����i�P�QP�j
;===========================================================================
[Statedef 1113]
type = A
ctrl = 0
movetype = A
physics = N
anim = 2012
sprpriority = 1

[state a]
type = varadd
trigger1 = time = 1
fvar(30) = -0.250

[State -3, EX Flash]
type = PalFX
trigger1 = !(GameTime % 2)
time = 1
color = 0
mul = 256, 224, 0
add = 128, 128, 128
ignoreHitPause = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State 1400, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12

[State 1400, VelMul]
type = Velset
trigger1 = Time = 0
x = 0

[State 1400, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .1, -.1)

[State 1400, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0

[state a]
type = posset
trigger1 = pos y >= 0
y = 0

[State a]
type = PlaySnd
trigger1 = time = 1
value = 1101,2

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,random%76

[State a]
type = PlaySnd
trigger1 = time = 8
value = 1101,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = 8
id = 1115
name = "Hadouken"
sprpriority = 5
pos = 29,-29
postype = p1
stateno = 1115
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;===========================================================================
;EX�g�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1115]
type = A
ctrl = 0
anim = 2006
velset = 7,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage  = Ceil(0.375*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
pausetime = 0,12
sparkno = s2007
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = 0.47
fall = 1
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a];���E
type = Helper
trigger1 = animelem = 1
id = 1109
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1109
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
trigger4 = movehit && root,var(46) = 0
;===========================================================================
;�^���g�����i�P�QP�j
;===========================================================================
[Statedef 1120]
ctrl = 0
velset = 0,0
anim = 2030
movetype = A
physics = N
sprpriority = 1

[state a]
type = varadd
trigger1 = time = 1
fvar(30) = -0.500

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 2030


[State 1120]
type = PlaySnd
trigger1 = time = 1
value = 1102,8

[State 1120]
type = PlaySnd
trigger1 = time = 1
value = 1102,8

[state 3000, 2]
type = afterimage
trigger1 = animelem = 1
time = 106
length = 40
removeongethit = 1
framegap = 6
palcolor = 0
palinvertall = 0
palbright = 0, 0, 0
palcontrast = 100, 100, 255

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 2031
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State 3210, 2]
type = SuperPause
trigger1 = AnimElem = 2
pos = -12, -27
anim = S2032 ;101
time = 40
movetime = 40
sound = S1102,3
poweradd = -2000

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,random%76

[State a]
type = PlaySnd
trigger1 = time = 52
value = 1101,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = 52
id = 1122
name = "Hadouken"
sprpriority = 5
pos = 29,-29
postype = p1
stateno = 1122
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;===========================================================================
;�^���g�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1122]
type = A
ctrl = 0
anim = 2033
velset = 7,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[State 15120, VarAdd]
type = VarAdd
trigger1 = prevstateno = 1123
v = 48
value = 1
persistent = 0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = var(48) = 0
attr = A, HP
animtype  = hard
damage  = Ceil(0.500*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1,0
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
trigger1 = var(48) = 1
attr = A, HP
animtype  = hard
damage  = Ceil(0.250*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1,0
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
trigger1 = var(48) = 2
attr = A, HP
animtype  = hard
damage  = Ceil(0.125*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1,0
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
trigger1 = var(48) = 3
attr = A, HP
animtype  = hard
damage  = Ceil(0.0625*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1,0
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
trigger1 = var(48) = 4
attr = A, HP
animtype  = hard
damage  = Ceil(0.03125*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = 0.47
fall = 1
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a];���E
type = null;Helper
trigger1 = animelem = 1
id = 1109
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1109
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 52, 2]
type = PosSet
trigger1 = anim = 2005
x = 76
y = -29

[State 15130, ChangeState]
type = ChangeState
trigger1 = var(48) < 5 && movecontact
value = 1123
ctrl = 0

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
trigger4 = var(48) >= 5

[StateDef 1123]
type = U
sprpriority = 5

[State 3006, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 15130, ChangeState]
type = ChangeState
trigger1 = time = 4
value = 1122
ctrl = 0

;===========================================================================
;MvC�^���g�����i�P�QP�j
;===========================================================================
[Statedef 1130]
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = varadd
trigger1 = time = 1
fvar(30) = -1.000

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 2040


[state 3000, 2]
type = afterimage
trigger1 = animelem = 1
time = 196
length = 40
removeongethit = 1
framegap = 6
palcolor = 0
palinvertall = 0
palbright = 0, 0, 0
palcontrast = 100, 100, 255

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 2041
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State 1120]
type = PlaySnd
trigger1 = time = 1
value = 1102,8

[State 1120]
type = PlaySnd
trigger1 = time = 1
value = 1102,8

[State 10020, 1]
type = SuperPause
trigger1 = AnimElem = 2
pos = -13, -25
anim = S2045 ;102

[State a]
type = Explod
trigger1 = AnimElem = 2
anim = 2045 ;102
sprpriority = 5
postype = p1
pos = -13,-25
bindtime = -1
SuperMoveTime = -1
PauseMoveTime = -1
under = 0
ownpal = 1

[State 10020, 1]
type = SuperPause
trigger1 = AnimElem = 2
pos = -13, -25
time = 60
movetime = 60
anim = S2046 ;102
sound = S1102, 4 ;S3, 1
poweradd = -4000

[State a]
type = PlaySnd
trigger1 = time = 71
value = 1100,random%78
channel = -1
volume = 255

[State a]
type = PlaySnd
trigger1 = time = 72
value = 1102,5

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = 72
id = 1132
name = "Hadouken"
sprpriority = 5
pos = 11,-27
postype = p1
stateno = 1132
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;===========================================================================
;�g�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1132]
type = A
ctrl = 0
anim = 2042
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 3510, BindToRoot]
type = BindToRoot
trigger1 = Time = 0
time = -1
pos = 11,-27
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 5
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1



[State 210, 2]
type = HitDef
trigger1 = Time <= 78
trigger1 = time%2 = 0
attr = A, HP
animtype  = hard
damage  = Ceil(0.0625*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2005
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,0
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1


[state a]
type = ChangeState
trigger1 = Time = 90
value = 1133
;---------------------------------------------------------------------------
;Shinkuu Hadou-Ken - raio - fim
[Statedef 1133]
type = A
movetype = A
ctrl = 0
anim = 2043
sprpriority = 4

[State 3510, BindToRoot]
type = BindToRoot
trigger1 = Time = 0
time = -1
pos = 11,-27

[State 3511, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 1130

;===========================================================================
;�d�n�g�����i�P�QP�j
;===========================================================================
[Statedef 1140]
ctrl = 0
velset = 0,0
anim = 2030
movetype = A
physics = N
sprpriority = 1

[state a]
type = varadd
trigger1 = time = 1
fvar(30) = -0.750

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 2030


[state 3000, 2]
type = afterimage
trigger1 = animelem = 1
time = 106
length = 40
removeongethit = 1
framegap = 6
palcolor = 0
palinvertall = 0
palbright = 0, 0, 0
palcontrast = 100, 100, 255

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 2031
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State a]
type = PlaySnd
trigger1 = time = 1
value = 1000,3

[State 3210, 2]
type = SuperPause
trigger1 = AnimElem = 2
pos = -12, -27
anim = S2032 ;101
time = 40
movetime = 40
sound = S1102,3
poweradd = -2000

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,random%78

[State a]
type = PlaySnd
trigger1 = time = 52
value = 1101,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[state a]
type = Helper
trigger1 = time = 52
id = 1142
name = "Hadouken"
sprpriority = 5
pos = 41,-27
postype = p1
stateno = 1142
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;===========================================================================
;�d�n�g�����i�P�QP�j�@�e����
;===========================================================================
[Statedef 1142]
type = A
ctrl = 0
anim = 2070
velset = 8,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage  = Ceil(2*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2071
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1,0
air.velocity = -4,-6
yaccel = 0.47
fall = 1
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
triggerall = !movecontact
trigger1 = animelem >= 9
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage  = Ceil((1-(time*0.06))*enemy,Const(data.life)*ifelse(enemy,Const(data.defence)>100,enemy,Const(data.defence)/100,1))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 0,12
sparkno = s2071
sparkxy = 0,0
hitsound   = s1101,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1,0
air.velocity = -4,-6
yaccel = 0.47
fall = 1
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[state a]
type = targetstate
trigger1 = movehit; = 1
trigger1 = winko
value = 8005
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = movehit
trigger1 = numhelper(8000) = 0
trigger1 = numtarget != 0
trigger1 = target,stateno = 8005
id = 8000
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

[state a];���E
type = Helper
trigger1 = animelem = 1
id = 1143
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 1143
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
trigger4 = var(48) >= 5

;---------------------------------------------------------------------------
;(HELPER)�v���Y�}�`���[�W�V���b�g�E�����E����
[Statedef 1143]
type = A
ctrl = 0
anim = 2072
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[���g�֌W]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1143
ignorehitpause = 1


[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
;---------------------[]
[state a]
type = destroyself
trigger1 = parent,stateno != 1142


;===========================================================================
;�X�p�R���t�B�j�b�V��
;===========================================================================
[statedef 1150]
ctrl = 0
anim = 9999
poweradd = 0
velset = 0,0
physics = N


;-----Super Explode Finish-----
[State -2, KOExplode]
type = Explod
trigger1 = NumExplod(2050) = 0
pos = 0,0
postype = left
bindtime = -1
anim = 2050+random%2
id = 2050
sprpriority = -5
time = 50
ignorehitpause = 1
scale = .85, 1.10
ownpal = 1

[State -2, KOSound]
type = PlaySnd
triggerall = NumExplod(2050) = 1
trigger1 = Var(47) = 0
value = 1102,6
ignorehitpause = 1
channel = 1

[State -2, 1]
type = VarAdd
triggerall = NumExplod(2050) = 1
trigger1 = TimeMod = 1,0
ignorehitpause = 1
v = 47
value = 10

[State -2, 2]
type = VarSet
triggerall = NumExplod(2050) = 1
trigger1 = Var(20) >= 200
ignorehitpause = 1
v = 47
value = -1

[State -2,3]
type = Envcolor
trigger1 = NumExplod(2050) = 1
value = var(47),var(47),var(47)
ignorehitpause = 1
under = 1

[State -2,4]
type = AssertSpecial
trigger1 = NumExplod(2050) = 1
ignorehitpause = 1
flag = NoMusic


[state a]
type = destroyself
trigger1 = time = 100
;===========================================================================
;�X�p�R���t�B�j�b�V��
;===========================================================================
[statedef 1151]
ctrl = 0
anim = 9999
poweradd = 0
velset = 0,0
physics = N


;-----Super Explode Finish-----
[State -2, KOExplode]
type = Explod
trigger1 = NumExplod(2050) = 0
pos = 0,0
postype = left
bindtime = -1
anim = 2051
id = 2050
sprpriority = -5
time = 50
ignorehitpause = 1
scale = .85, 1.10
ownpal = 1

[State -2, KOSound]
type = PlaySnd
triggerall = NumExplod(2050) = 1
trigger1 = Var(47) = 0
value = 1102,6
ignorehitpause = 1
channel = 1

[State -2, 1]
type = VarAdd
triggerall = NumExplod(2050) = 1
trigger1 = TimeMod = 1,0
ignorehitpause = 1
v = 47
value = 10

[State -2, 2]
type = VarSet
triggerall = NumExplod(2050) = 1
trigger1 = Var(20) >= 200
ignorehitpause = 1
v = 47
value = -1

[State -2,3]
type = Envcolor
trigger1 = NumExplod(2050) = 1
value = var(47),var(47),var(47)
ignorehitpause = 1
under = 1

[State -2,4]
type = AssertSpecial
trigger1 = NumExplod(2050) = 1
ignorehitpause = 1
flag = NoMusic


[state a]
type = destroyself
trigger1 = time = 100
;---------------------------------------------------------------------------
; �`���[�W�z�[�~���O
[Statedef 1500]
ctrl = 0
anim = 1501
poweradd = ifelse(var(30) = 2,0,-500)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S

;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120

;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 1302,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 200,12

;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400


;---------------------[�w���p�[]

[state a]
type = Helper
trigger1 = animelem = 3
id = 11500
name = "Fully Charged Shot"
sprpriority = 5
pos = 31,-17
postype = p1
stateno = 11500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 3
id = 11501
name = "Fully Charged Shot"
sprpriority = 5
pos = 31,-15
postype = p1
stateno = 11500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 3
id = 11502
name = "Fully Charged Shot"
sprpriority = 5
pos = 31,-14
postype = p1
stateno = 11500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 3
id = 11503
name = "Fully Charged Shot"
sprpriority = 5
pos = 31,-13
postype = p1
stateno = 11500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 3
id = 11504
name = "Fully Charged Shot"
sprpriority = 5
pos = 31,-11
postype = p1
stateno = 11500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)�z�[�~���O�g�[�s�[�h�`���[�W
[Statedef 11500]
type = A
ctrl = 0
anim = 11500
velset = 0,0
movetype = A
physics = N
sprpriority = 10


;os helpers s�o chamados com diferen�as de 1 pixel de um pro outro, este velset
;usa isso pra definir uma velocidade inicial pra cada um

[State 14500 VelSet]
type = VelSet
triggerall = time < 11
trigger1 = ishelper(11500)
x = 4.2

[State 14500 VelSet]
type = VelSet
triggerall = time < 11
trigger1 = ishelper(11501)
x = 3
y = -3

[State 14500 VelSet]
type = VelSet
triggerall = time < 11
trigger1 = ishelper(11502)
x = 3
y = 3

[State 14500 VelSet]
type = VelSet
triggerall = time < 11
trigger1 = ishelper(11503)
x = 1.8
y = -3.9

[State 14500 VelSet]
type = VelSet
triggerall = time < 11
trigger1 = ishelper(11504)
x = 1.8
y = 3.9


[State 16101, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

[State 16101 Turn]
type = Turn
trigger1 = (P2Dist X < 10) && vel x < 0

[State 16101 VelSet]
type = VelSet
trigger1 = (!Time)
x = 3

[State 16101 VelAdd]
type = VelAdd
triggerall = time > 10
trigger1 = (P2Dist X < 0) && (Vel X > -6)
x = -0.4

[State 16101 VelAdd]
type = VelAdd
triggerall = time > 10
trigger1 = (P2Dist X > 0) && (Vel X < 6)
x = 0.4

[State 16101 VelAdd]
type = VelAdd
triggerall = time > 10
trigger1 = (EnemyNear, Pos Y > Pos Y + 120) && (Vel Y < 6); && time >= 30
y = 0.4

[State 16101 VelAdd]
type = VelAdd
triggerall = time > 10
trigger1 = (EnemyNear, Pos Y <= Pos Y) && (Vel Y > -6); && time >= 30
y = -0.4

[State 16101 VelAdd]; faz o missil subir mais rapido quando perto do chao
type = VelAdd
triggerall = time > 10
trigger1= (EnemyNear, Pos Y <= Pos Y) && (Vel Y > -4) && pos y > -10
y = -0.5

[State 16101, blah]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)

[State 16101, blah]
type = AngleDraw
trigger1 = 1

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit= 1
trigger1 = enemy,name = "X4 Slash Beast"
trigger2 = enemy,name = "CrescentGrizzly"
trigger3 = enemy,name = "iris_X4"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 16101, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage    = ifelse(root,var(26) = 1, 188,62)*(1-((root,var(30)=2)*0.96)), 0
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 16010, Explod fuma�a]
type = Explod
trigger1 = timemod = 2,0
anim = 10501
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime = -2
ownpal = 1
vel = -2, 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.015

[State 16101, PosAdd]
type = PosAdd
trigger1 = movecontact = 1
x = 15
y = 0

[State 16101, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 16102
time = 1
forceair = 0

[State 16101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1

[State 16101, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -100
trigger2 = backedgedist < -100

[State 16101, Changstate]
type = changestate
trigger1 = movecontact = 1
Trigger2 = MoveReversed
value = 10501

;---------------------------------------------------------------------------
;(HELPER)�t���X�g�^���[�E�I��
[Statedef 11506]
type = A
ctrl = 0
anim = 11500
velset = 0,0
movetype = I
physics = N
sprpriority = 10

;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = time = 0
value = 620,2


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

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time <= 4
id = 11510
name = "Gennmu Zero"
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 11510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[]
[state a]
type = destroyself
trigger1 = time = 5

;---------------------------------------------------------------------------
;(HELPER)�t���X�g�^���[�E�X�j��
[Statedef 11510]
type = A
ctrl = 0
anim = 11510 + random%4
velset = 0,0
movetype = I
physics = N
sprpriority = 10


;---------------------[���x]
[state a]
type = velset
trigger1 = time = 0
x = -3 + (random%60)*0.1
y = -2 - (random%40)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.25

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1), var(1)

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

[state a]
type = varadd
trigger1 = time > 0
v = 1
value = 8

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 40 - random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = var(1) >= 256

;---------------------------------------------------------------------------
;(HELPER)��������
[Statedef 11511]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; �`���[�W�J�����I���X�e�B���O
[Statedef 1510]
ctrl = 0
anim = 1502
poweradd = ifelse(var(30) = 2,0,-500)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120


[state a];�G�l���M�[�`���[�W(�m�[�}��)
type = varset
trigger1 = animelem = 3
fv = 37
value = 720

;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 2302,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 200,10

;---------------------[�G�t�F�N�g]

;---------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)�G���N�g���b�N�X�p�[�N�E�U������
[Statedef 21160]
type = A
ctrl = 0
anim = 9999;1160
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[]
[state a]
type = changeanim
trigger1 = time = 16
value = 21160

[state a]
type = turn
trigger1 = time = 0
trigger1 = ishelper(21161)

;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = time = 16
value = 621,2

;---------------------[���x]
[state a]
type = velset
trigger1 = time = 16
x = 12

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,220

;---------------------[���g�֌W]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[�U��]
[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,62)*(1-((root,var(30)=2)*0.6)), 10
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,5
sparkno = s551
sparkxy = -10,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =15
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 240
value = 11511


;---------------------------------------------------------------------------
; �`���[�W���[�����O�V�[���h
[Statedef 1520]
ctrl = 0
anim = 1500
poweradd = ifelse(var(30) = 2,0,-500)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S

;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120
;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 3302,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 622,0

;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

;---------------------[�w���p�[]
[state a];�U��
type = Helper
triggerall = numhelper(31530) < 1
trigger1 = animelem = 3
id = 31530
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 31530
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;===============================================================================
; Hidden Green Spinners START
[StateDef 31530]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = 5

[State 15120, AttackDist]
type = AttackDist
trigger1 = 1
value = 50

[State a]
type = PlaySnd
trigger1 = time >= 32
trigger1 = time % 16 = 0
value = 622,1

[State 15120, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 15120, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno = 1520
value = 31530
persistent = 0

[state 15130]
type = playsnd
trigger1 = time = 0
trigger1 = parent,stateno != 1520
value = 622,2

[state 15130]
type = poweradd
trigger1 = time = 0
trigger1 = parent,stateno != 1520
value = -250

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,-20

[State 15120, Trans]
type = Trans
trigger1 = 1
trans = add1

[State 15120, 1]
type = HitDef
trigger1 = p2dist x >= 0
attr = S, HA
damage    = ifelse(root,var(26) = 1, 188,62)*(1-((root,var(30)=2)*0.96)), 0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 0
sparkno = -1
hitsound = S622,2
guardsound = S622,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 22
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-3
air.hittime = 12
ground.cornerpush = 20
p1stateno = 31531
persistent = 0
ignorehitpause = 1

[State 15120, 1]
type = HitDef
trigger1 = p2dist x < 0
attr = S, HA
damage = 30, 3
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 0
sparkno = -1
hitsound = S622,2
guardsound = S622,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 22
ground.velocity = 8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 3,-3
air.hittime = 12
ground.cornerpush = 20
p1stateno = 31531
persistent = 0
ignorehitpause = 1

[state a];攻撃
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Ground Scaravich"
trigger3 = enemy,name = "Dynamo"
trigger4 = enemy,name = "Vile MMHX"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 15120, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = 31531

[State 15120, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 31530
time = 1
ignorehitpause = 1

[State 15120, ChangeAnim]
type = ChangeAnim
trigger1 = power <= 0
trigger2 = roundstate != 2
trigger3 = root,fvar(37) > 0
value = 31531
persistent = 0

[State 15120, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && anim = 31531


[StateDef 31531]
type = U
sprpriority = 5

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,-20

[state 15130]
type = playsnd
trigger1 = time = 0
value = 622,2

[state 15130]
type = poweradd
trigger1 = time = 0
value = -250

[State 15130, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 31530
ctrl = 0



;---------------------------------------------------------------------------
; �`���[�W�t�@�C�A�[�E�F�[�u
[Statedef 1530]
ctrl = 0
anim = 1501
poweradd = ifelse(var(30) = 2,0,-500)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S

;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120
;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 4302,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 613,0

;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 41540
name = "Gennmu Zero"
sprpriority = 5
pos = 33,-28
postype = p1
stateno = 41540
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;===============================================================================
; Hidden Green Spinners START
[Statedef 41540]
type = A
physics = N
ctrl = 0
sprpriority = 5
anim = 41540

[State 12120, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S613,0

[State 12120, Gravity]
type = Gravity
trigger1 = pos y < -5

[State 12120, VelSet]
type = VelSet
trigger1 = time = 0
x = 1
y = 0

[State 12120, ChangeAnim]
type = ChangeAnim
trigger1 = pos y < 0
value = 41540
elem = 1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
triggerall = ishelper(41540)
trigger1 = movehit
fvar(30) = 0.0045

[State 12120, StateTypeSet]
type = StateTypeSet
trigger1 = pos y > -5
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N
persistent = 0

[State 12120, PosSet]
type = PosSet
trigger1 = pos y > -5
y = 3

[State 12120, VelSet]
type = VelSet
trigger1 = pos y = 3
x = 0
y = 0

[State 12120, ChangeAnim]
type = ChangeAnim
trigger1 = pos y = 3
value = 41541
elem = 1
persistent = 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 12120, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "Charged Fire Wave"
ID = 41540
stateno = 41540
pos = 20,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1

[State 12120, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage    = ifelse(root,var(26) = 1, 188,31)*(1-((root,var(30)=2)*0.96)), 0
pausetime = 0,7
sparkno = -1
guardsound = s200,4
guard.sparkno = s555
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
guard.slidetime = 1
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
ground.velocity = -15,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
palfx.time = 16
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

;[State 12130, HitOverride]
;type = HitOverride
;trigger1 = 1
;attr = ,NP,SP
;stateno = 12130
;time = 1
;forceair = 0

[State 12120, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 41541
time = 1
forceair = 0

[State 12120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1

[State 12120, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = frontedgedist < -30
trigger3 = backedgedist < -30

;Direcionamento do hitoverride do Charged Fire Wave
[StateDef 41541]
type = S
movetype = I
physics = S
ctrl = 0

[State 12130, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 15130, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 41540
ctrl = 0

[State 12130, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = frontedgedist < -30
trigger3 = backedgedist < -30

;---------------------------------------------------------------------------
; �`���[�W�X�g�[���g���l�[�h
[Statedef 1540]
ctrl = 0
anim = 1502
poweradd = ifelse(var(30) = 2,0,-500)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120
;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 5302,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 650,0

;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400


;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 51540
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0-pos y
postype = p1
stateno = 51540
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];�U��
type = Helper
trigger1 = var(30) = 2
trigger1 = animelem = 3
id = 51540
name = "Gennmu Zero"
sprpriority = 5
pos = 90,0-pos y
postype = p1
stateno = 51540
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = var(30) = 2
trigger1 = animelem = 3
id = 51540
name = "Gennmu Zero"
sprpriority = 5
pos = -90,0-pos y
postype = p1
stateno = 51540
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)�G���N�g���b�N�X�p�[�N�E�U������
[Statedef 51540]
type = A
ctrl = 0
anim = 51540
movetype = A
physics = N
sprpriority = 10


;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 5
value = 650,0



[state a];攻撃
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "mattrex"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "Double"
trigger4 = enemy,name = "Dynamo"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�U��]
[State 210, 2]
type = HitDef
trigger1 = (Time % 4) = 0
attr = A, HP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,16)*(1-((root,var(30)=2)*0.96)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s551
sparkxy = -10,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-6
air.velocity = 0,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.001
;---------------------[]
[state a]
type = changestate
trigger1 = time = 120
value = 51541


;---------------------------------------------------------------------------
;(HELPER)�t���X�g�^���[�E�I��
[Statedef 51541]
type = A
ctrl = 0
anim = 51541
velset = 0,0
movetype = I
physics = N
sprpriority = 10


;---------------------[]
[state a]
type = changestate
trigger1 = animtime = 0
value = 11511
;---------------------------------------------------------------------------
; �`���[�W�G���N�g���b�N�X�p�[�N
[Statedef 1550]
ctrl = 0
anim = 1500
poweradd = ifelse(var(30) = 2,0,-500)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120
;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 6302,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 621,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 621,1

;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

[State a]
type = Explod
trigger1 = animelem = 3
anim = 61530
id = 61530
sprpriority = 5
postype = p1
pos = 20,-25
bindtime = -1
removetime = 36
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 61530
id = 61530
sprpriority = -5
postype = p1
pos = -25,-25
bindtime = -1
removetime = 36
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 61530
id = 61530
sprpriority = 5
postype = p1
pos = 20,-25
vel = 0,-4
bindtime = 1
removetime = 16
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 61530
id = 61530
sprpriority = 5
postype = p1
pos = 20,-25
vel = 0,4
bindtime = 1
removetime = 16
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 61530
id = 61530
sprpriority = -5
postype = p1
pos = -25,-25
vel = 0,-4
bindtime = 1
removetime = 16
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 61530
id = 61530
sprpriority = -5
postype = p1
pos = -25,-25
vel = 0,4
bindtime = 1
removetime = 16
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1


;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 61160
name = "Gennmu Zero"
sprpriority = 5
pos = 20,-32
postype = p1
stateno = 61160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 61161
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-32
postype = p1
stateno = 61160
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;===============================================================================
; Hidden Green Spinners START
;(HELPER)�G���N�g���b�N�X�p�[�N�E�U������
[Statedef 61160]
type = A
ctrl = 0
anim = 9999;1160
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[]
[state a]
type = changeanim
trigger1 = time = 16
value = 61160

[state a]
type = turn
trigger1 = time = 0
trigger1 = ishelper(61161)

[state a];攻撃
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Final Sigma W"
trigger2 = enemy,name = "PSsigmaX1"
trigger3 = enemy,name = "Vajurila_FF"
trigger4 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019"
trigger5 = enemy,name = "X5 Shadow Devil"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = time = 16
value = 621,2

;---------------------[���x]
[state a]
type = velset
trigger1 = time = 16
x = 12

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.004

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,220

;---------------------[���g�֌W]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[�U��]
[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,62)*(1-((root,var(30)=2)*0.96)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,5
sparkno = s551
sparkxy = -10,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =15
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 240
value = 11511

;---------------------------------------------------------------------------
; �`���[�W�u�[�������J�b�^�[
[Statedef 1560]
ctrl = 0
anim = 1500
poweradd = ifelse(var(30) = 2,0,-500)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120
;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 7302,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 200,12

;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 71541
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 71540
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 71542
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 71540
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 71543
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 71540
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 71544
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 71540
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
;---------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1


;---------------------------------------------------------------------------
;(HELPER)�t���X�g�^���[�E�U��
[Statedef 71540]
type = A
ctrl = 0
anim = 71540
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[���x]
;bumerangue frente
[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(71541)
x = 4
y = 0

[State 17120, velset]
type = VelSet
trigger1 = time = [10,55]
trigger1 = ishelper(71541)
X = 0.6*sin(time/8.000)*14.000
Y = -0.6*cos(time/8.000)*14.000

;bumerangue baixo
[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(71542)
x = 0
y = 4

[State 17120, x]
type = VelSet
trigger1 = time = [10,55]
trigger1 = ishelper(71542)
X = 0.6*cos(time/8.000)*14.000
Y = 0.6*sin(time/8.000)*14.000

;bumerangue tras
[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(71543)
x = -4
y = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.0008

[State 17120, velset]
type = VelSet
trigger1 = time = [10,55]
trigger1 = ishelper(71543)
X = -0.6*sin(time/8.000)*14.000
Y = 0.6*cos(time/8.000)*14.000

;bumerangue cima
[State 17120, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(71544)
x = 0
y = -4

[State 17120, velset]
type = VelSet
trigger1 = time = [10,55]
trigger1 = ishelper(71544)
X = -0.6*cos(time/8.000)*14.000
Y = -0.6*sin(time/8.000)*14.000


;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,220

[State 17120, 3]
type = AfterImage
trigger1 = time = 0
time = 300;20
length = 10
PalContrast = 45,110,45
FrameGap = 5;5

[State 17120, PlaySnd]
type = PlaySnd
trigger1 = time = 30
;trigger1 = ishelper(51541)
value = S624,0

;---------------------[���g�֌W]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a];攻撃
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "Mac"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[�U��]
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, SP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,62)*(1-((root,var(30)=2)*0.96)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,5
sparkno = s551
sparkxy = -10,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =15
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[State 18120, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -30
trigger2 = backedgedist < -30

;---------------------------------------------------------------------------
; �`���[�W�V���b�g�K���A�C�X
[Statedef 1570]
ctrl = 0
anim = 1503
poweradd = ifelse(var(30) = 2,0,-500)
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

[state a]
type = varset
trigger1 = 1
v = 12
value = 120
;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 8302,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 620,1


;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

[state a]
type = removeexplod
trigger1 = time = 0
id = 400


;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 81570
name = "Gennmu Zero"
sprpriority = 5
pos = 36,-28
postype = p1
stateno = 81570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]
[State 195, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)�_�u���T�C�N�����E�U������
[Statedef 81570]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = 5
anim = 81570

[State 13120, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,2
volume = 255

[State 13120, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S100,0
volume = 255

[State 13120, Gravity]
type = Gravity
trigger1 = pos y < -8
trigger1 = time >= 61

[State 13120, VelSet]
type = VelSet
trigger1 = pos y >= -8
y = 0

[State 13120, PosSet]
type = PosSet
trigger1 = pos y >= -8
y = -8
persistent = 1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.0024

[State 13120, PlaySnd]
type = PlaySnd
trigger1 = pos y = -8
value = S400,0
persistent = 0

[State 13120, EnvShake]
type = EnvShake
trigger1 = pos y = -8
time = 10
freq = 60
ampl = -4
phase = 90
persistent = 0

[State 13120, VelSet]
type = Veladd
trigger1 = time > 101
trigger1 = vel x < 7
x = .075

[State 13120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 1

[state a];攻撃
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 13120, HitDef]
type = HitDef
trigger1 = vel y = 0
trigger1 = movecontact = 0
;trigger1 = target,ishelper
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = LA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 6,hit   ;Hit,Miss,Dodge
damage    = ifelse(root,var(26) = 1, 188,62)*(1-((root,var(30)=2)*0.96)), 0
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime  = 11
ground.velocity = -5,0
guard.velocity = -5

[State 13120, HitDef]
type = HitDef
trigger1 = vel y > 0
;trigger1 = target,ishelper
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 6,hit   ;Hit,Miss,Dodge
damage    = ifelse(root,var(26) = 1, 188,62)*(1-((root,var(30)=2)*0.6)), 10
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = trip      ;Low,Trip,None
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
persistent = 0
guard.velocity = 0

[State 13120, TargetVelSet]
type = TargetVelSet
trigger1 = moveguarded = 1
trigger1 = vel x > 0
x = -10
y = 0

[State 13120, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 81571

[State 13120, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -30
trigger2 = backedgedist < -30

;---------------------------------------------------------------------------
;Hitoverride do Charged Shotgun Ice
[Statedef 81571]
type = U
physics = N
ctrl = 0
sprpriority = 3

[State 13130, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 81570
elem = 11

[State 13130, VelSet]
type = Veladd
trigger1 = vel x < 7
x = .075

[State 13130, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NT,ST,HT
time = 1

[State 13130, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 81571

[State 13120, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -30
trigger2 = backedgedist < -30

;===========================================================================
;---------------------------------------------------------------------------
;�o�X�^�[�֘A
;---------------------------------------------------------------------------
;===========================================================================


;===========================================================================
;豆
;---------------------------------------------------------------------------
[Statedef 500]
type = A
ctrl = 0
anim = 205
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 520
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 520
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 520]
type = A
ctrl = 0
anim = 500
velset = 7,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.001

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, NP
animtype  = light
damage    = ifelse(root,stateno=100,31,ifelse(root,stateno=110,31,ifelse(root,stateno=50&&root,var(3)>0,31,ifelse(root,stateno=310&&root,var(3)>0,31,10))))*(1-((root,var(30)=2)*0.96)), 0
priority = 1, Hit
getpower = 16,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
trigger1 = moveguarded
value = 510

[state a]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 150

;===========================================================================
;一段チャージ
;---------------------------------------------------------------------------
[Statedef 501]
type = A
ctrl = 0
anim = 206
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,1
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 521
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 521
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010

[Statedef 521]
type = A
ctrl = 0
anim = 501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[state a]
type = velset
trigger1 = animelem = 2
x = 8

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.002

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, SP
animtype  = medium
damage    = 31*(1-((root,var(30)=2)*0.96)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
trigger1 = moveguarded
value = 510

[state a]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 150

;===========================================================================
;２段チャージ
;---------------------------------------------------------------------------
[Statedef 502]
type = A
ctrl = 0
anim = 207
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,11
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 522
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 522
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010

[Statedef 522]
type = A
ctrl = 0
anim = 502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit && time <= 30
fvar(30) = 0.003


[State 630, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 10
y = 0

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

[State 630, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 62*(1-((root,var(30)=2)*0.96)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s551
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = destroyself
trigger1 = time = 150
trigger2 = movehit && root,palno != [7,12]

;===========================================================================
;スパイラルクラッシュ
;---------------------------------------------------------------------------
[Statedef 503]
type = A
ctrl = 0
anim = 208
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,12
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = null;Helper
trigger1 = animelem = 2
id = 523
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 523
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010

[Statedef 523]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 503
velset = 0,0
sprpriority = 15

[state a]
type = velset
trigger1 = time >= 4
x = 7
y = 0

[state a]
type = varadd
trigger1 = ishelper(523)
trigger1 = movecontact = 1
var(45) = 1

[state a]
type = parentvaradd
trigger1 = ishelper(523)
trigger1 = movecontact = 1
var(45) = 1

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 230, 2]
type = HitDef
trigger1 = time%2 = 0
attr = S, NA
animtype  = Medium
damage    = 48*(1-((root,var(30)=2)*0.96)), 0
guardflag = MA
;numhits = 1
pausetime = 0,12
sparkno = s552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 1
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5



[state a]
type = parentvarset
trigger1 = ishelper(523) && var(45) >= 3
v = 51
value = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = ishelper(523) && time = 200
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = changestate
trigger1 = ishelper(523) && var(45) >= 3
value = 511


;===========================================================================
;�����o�X�^�[�K�[�h
;===========================================================================
[Statedef 510]
type = A
ctrl = 0
;anim = 500
;velset = 0,0
movetype = I
physics = N
sprpriority = 5

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,200

[state a]
type = velset
trigger1 = time = 0
x = (-vel x)*1.5
y = -4+(random%80)*0.1

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

[state a]
type = destroyself
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150

;===========================================================================
;ハイパーブラスター
;===========================================================================
[Statedef 506]
type = A
ctrl = 0
anim = ifelse(root,var(30)=1,510,511)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,12
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 536
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 536
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010

[Statedef 536]
type = A
ctrl = 0
anim = ifelse(root,var(30)=1,512,513)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------


[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit && time <= 30
fvar(30) = 0.005

[State 630, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 10
y = 0

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

[State 630, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 125*(1-((root,var(30)=2)*0.96)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = sifelse(root,var(30)=1,553,554)
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = destroyself
trigger1 = time = 150
trigger2 = movehit && root,palno != [7,12]

;===========================================================================
;�����o�X�^�[�q�b�g
;===========================================================================
[Statedef 511]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[state a]
type = parentvarset
trigger1 = time = 0
v = 51
value = 0

[state a]
type = destroyself
trigger1 = time = 1



;===========================================================================
;�z�[�~���O�g�[�s�[�h
;===========================================================================
[Statedef 10500]
type = A
ctrl = 0
anim = 10500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

[State a]
type = PlaySnd
trigger1 = time = 0
value = 610,0
channel = 2

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33

[State 16001 Turn]
type = Turn
trigger1 = (P2Dist X < 10) && vel x < 0

[State 16001 VelSet]
type = VelSet
trigger1 = (!Time)
x = 3

[State 16001 VelAdd]
type = VelAdd
trigger1 = (P2Dist X < 0) && (Vel X > -5)
x = -0.2

[State 16001 VelAdd]
type = VelAdd
trigger1 = (P2Dist X > 0) && (Vel X < 5)
x = 0.2

[State 16001 VelAdd]
type = VelAdd
trigger1 = (EnemyNear, Pos Y > Pos Y + 40) && (Vel Y < 4); && time >= 30
y = 0.2

[State 16001 VelAdd]
type = VelAdd
trigger1 = (EnemyNear, Pos Y <= Pos Y) && (Vel Y > -4); && time >= 30
y = -0.2

[State 16001 VelAdd]; faz o missil subir mais rapido quando perto do chao
type = VelAdd
trigger1= (EnemyNear, Pos Y <= Pos Y) && (Vel Y > -4) && pos y > -10
y = -0.5

[State 16001, blah]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)

[State 16001, blah]
type = AngleDraw
trigger1 = 1


[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.01

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit= 1
trigger1 = enemy,name = "X4 Slash Beast"
trigger2 = enemy,name = "CrescentGrizzly"
trigger3 = enemy,name = "iris_X4"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 16001, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,16)*(1-((root,var(30)=2)*0.96)), 0
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 16010, Explod fuma�a]
type = Explod
trigger1 = timemod = 2,0
anim = 10501
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 0
removetime = -2
ownpal = 1
vel = -4, 0

[State 16002, PosAdd]
type = PosAdd
trigger1 = movecontact = 1
x = 15
y = 0

[State 16010, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 10501
time = 1
forceair = 0

[State 16001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1

[State 16001, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -100
trigger2 = backedgedist < -100

[State 16001, Changstate]
type = changestate
trigger1 = movecontact = 1
Trigger2 = MoveReversed
value = 10501

;===========================================================================
;�~�T�C���ڐG
;===========================================================================
[Statedef 10501]
type = A
ctrl = 0
anim = 850
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State a]
type = PlaySnd
trigger1 = time = 0
value = 0,13
channel = 2

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

;===========================================================================
;打/衝/爆弱点エフェ
;===========================================================================
[Statedef 10600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time%8 = 0
anim = 10600
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = .8,.8
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 250,3
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(20*(enemy,name= "VAVA MK2" && enemy,var(58)=0))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;===========================================================================
;カメレオンスティング
;---------------------------------------------------------------------------
[Statedef 20500]
type = A
ctrl = 0
anim = 20503
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State a]
type = PlaySnd
trigger1 = time = 0
value = 611,0
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 1
id = 20510
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 20510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 1
id = 20511
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 20511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 1
id = 20512
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 20512
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010

[Statedef 20510]
movetype = A
anim = 20500

[State 810]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];攻撃
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "skiver"
trigger3 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 810]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1-((root,var(30)=2)*0.96)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s20503
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.008

[State 810]
type = Velset
trigger1 = Anim = 20500
x = 3.75
y = -3.75

[State 810]
type = DestroySelf
trigger1 = Movecontact
trigger2 = FrontEdgeDist <= -20
trigger3 = Pos Y < -210

;===========================================================================
;�J�����I���X�e�B���O������
;===========================================================================
[Statedef 20511]
movetype = A
anim = 20501

[State 811]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];攻撃
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "skiver"
trigger3 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 811]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1-((root,var(30)=2)*0.96)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s20503
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.002

[State 811]
type = Velset
trigger1 = Anim = 20501
x = 3.75
y = 3.75

[State 810]
type = ChangeAnim
trigger1 = Pos Y > -1
trigger1 = Anim = 20501
Value = 20503

[State 810]
type = Velset
trigger1 = anim = 20503
x = 0
y = 0

[State 810]
type = DestroySelf
trigger1 = Movecontact
trigger2 = FrontEdgeDist <= -20
trigger3 = anim = 20503 && animtime = 0

;===========================================================================
;�J�����I���X�e�B���O�O����
;===========================================================================
[Statedef 20512]
movetype = A
anim = 20502

[State 810]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];攻撃
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "skiver"
trigger3 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 811]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1-((root,var(30)=2)*0.96)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s20503
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.002

[State 811]
type = Velset
trigger1 = Anim = 20502
x = 7.5

[State 810]
type = DestroySelf
trigger1 = Movecontact
trigger2 = FrontEdgeDist <= -20
;===========================================================================
;光弱点エフェ
;===========================================================================
[Statedef 20600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time%2 = 0
anim = 20600
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
triggerall = time%6 = 0
trigger1 = time = [0,30]
value = 250,1
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(20*(enemy,name= "VAVA MK2" && enemy,var(58)=0))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511

;===========================================================================
;ローリングシールド
;===========================================================================
[Statedef 30500]
type = A
ctrl = 0
anim = 30501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State a]
type = PlaySnd
trigger1 = time = 0
value = 612,0
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 1
id = 30510
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 30510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010

[Statedef 30510]
type = S
movetype = A
physics  = N
anim = 30500
sprpriority = 3
velset = 5,0
ctrl = 0
sprpriority = 3

[State 15020, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15000,0
volume = 255

[State 15020, Gravity]
type = Gravity
trigger1 = pos y < -25
trigger1 = time > 1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.02

[State 15020, VelSet]
type = VelSet
trigger1 = pos y >= -25
y = 0

[State 15020, PosSet]
type = PosSet
trigger1 = vel y = 0
trigger1 = time > 1
y = -16
persistent = 1

[State 15020, var]
type = Varadd
trigger1 = FrontEdgebodyDist <= 0
fv = 36
value = 1

[State 15020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NT,ST,HT
time = 1

[State 15020, VelSet]
type = VelSet
trigger1 = FrontEdgebodyDist <= 0
x = -5

[State 15020, ChangeAnim]
type = turn
triggerall = fvar(36) < 1
trigger1 = vel x < 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Ground Scaravich"
trigger3 = enemy,name = "Dynamo"
trigger4 = enemy,name = "Vile MMHX"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 15020, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,32)*(1-((root,var(30)=2)*0.96)), 0
pausetime = 0,0
sparkno = -1
guardsound = s200,4
guard.sparkno = s555
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 0,-6
air.velocity = 0,-6
fall = 1
air.fall = 1

[State 15020, 1]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 10501

[State 15020, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -30
trigger2 = backedgedist < -30

[State 15020, ChangeState]
type = ChangeState
trigger1 = movecontact = 1
value = 10501
ctrl = 0

;===========================================================================
;シールド弱点エフェ
;===========================================================================
[Statedef 30600]
type = A
ctrl = 0
anim = 30600
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 1
value = 622,2
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;===========================================================================
;�t�@�C�A�[�E�F�[�u
;===========================================================================
[Statedef 40500]
type = A
movetype= A
physics = N
juggle = 10
ctrl = 0
sprpriority = 1
anim = 40500

[State a]
type = PlaySnd
trigger1 = time = 0
value = 613,0
channel = 2

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33

[State 1407, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3.5

[State 1407, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 1407, HitOverride]
type = HitOverride
trigger1 = 1
attr = sca,aa,at,ap, NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = ifelse(root,var(30)>0,40503,40501)
time = -1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.0005

[state a];攻撃
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1407, HitDef]
type = HitDef
trigger1 = time != 0
attr = A, NA
damage = ifelse(root,var(26) = 1, 125,8)*(1-((root,var(30)=2)*0.96)), 0
priority = 1
pausetime = 5,5
getpower = 0,0
sparkno = 1
sparkxy = 0,0
hitsound = S1,13
guardsound = S1,14
animtype = Hard
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 2
air.velocity = 2


[State 2002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;===========================================================================
;炎弱点エフェ
;===========================================================================
[Statedef 40600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -54 + random%36,-54 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -54 + random%36,-18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -54 + random%36,18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -18 + random%36,-54 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -18 + random%36,-18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -18 + random%36,18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = 18 + random%36,-54 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = 18 + random%36,-18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = 18 + random%36,18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 250,7
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(80*(ifelse(enemy,name= "Frost Walrus 7.17.2019 (A.I.) Update",1,0)))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;===========================================================================
;�X�g�[���g���l�[�h
;===========================================================================
[Statedef 50500]
type = A
ctrl = 0
sprpriority = 5
anim = 50500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State a]
type = PlaySnd
trigger1 = time = 0
value = 614,0
channel = 2

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33

[state a];攻撃
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "mattrex"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "Double"
trigger4 = enemy,name = "Dynamo"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = null;bindtoroot
trigger1 = animelem = 43,<0
trigger1 = root,statetype = A
trigger1 = root,stateno != 100
pos = 39,-31

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 630, VelSet]
type = VelSet
trigger1 = animelem = 42
x = 4
y = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.0004

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = GameTime % 5 = 0
trigger9 = moveguarded = 3
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,8)*(1-((root,var(30)=2)*0.96)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50

;===========================================================================
;風弱点エフェ
;===========================================================================
[Statedef 50600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time%5 = 0
anim = 50600+random%4
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%5 = 0
anim = 50604+random%4
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%5 = 0
anim = 50608+random%4
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 250,6
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(20*(enemy,name= "VAVA MK2" && enemy,var(58)=0))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;===========================================================================
;�g���C�T���_�[������
;===========================================================================
[Statedef 60500]
movetype = A
anim = 61530

[State 810]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 0
value = 615,0
channel = 2

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33

[State 810]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1-((root,var(30)=2)*0.96)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s615,0
guardsound = s615,0
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Final Sigma W"
trigger2 = enemy,name = "PSsigmaX1"
trigger3 = enemy,name = "Vajurila_FF"
trigger4 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019"
trigger5 = enemy,name = "X5 Shadow Devil"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 810]
type = Velset
trigger1 = time = 0
x = 1.6

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.01

[State 810]
type = changestate
trigger1 = Movecontact
Trigger2 = MoveReversed
trigger3 = FrontEdgeDist <= -1
value = 60501
;===========================================================================
;�V���b�g�K���A�C�X�X�e
;===========================================================================
[Statedef 60501]
type = A
ctrl = 0
anim = 61530
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State a]
type = PlaySnd
trigger1 = time = 0
value = 615,0

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a];�U��
type = Helper
trigger1 = time = 2
id = 60503
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 60503
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 2
id = 60504
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 60503
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1


[state a]
type = destroyself
trigger1 = time = 3

;===========================================================================
;�g���C�T���_�[������
;===========================================================================
[Statedef 60503]
movetype = A
anim = 61530

[State 811]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];攻撃
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Final Sigma W"
trigger2 = enemy,name = "PSsigmaX1"
trigger3 = enemy,name = "Vajurila_FF"
trigger4 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019"
trigger5 = enemy,name = "X5 Shadow Devil"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 811]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1-((root,var(30)=2)*0.96)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.005

[State 810]
type = Velset
trigger1 = ishelper(60503)
y = 10

[State 810]
type = Velset
trigger1 = ishelper(60504)
y = -10

[State 810]
type = DestroySelf
trigger1 = time = 60
;===========================================================================
;雷弱点エフェ
;===========================================================================
[Statedef 60600]
type = A
ctrl = 0
anim = 60600
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 30
value = 250,5
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;===========================================================================
;�u�[�������J�b�^�[
;===========================================================================
[Statedef 70500]
type = A
ctrl = 0
anim = 70500
velset = 7,0
movetype = A
physics = N
sprpriority = 5
ctrl = 0
velset = 7,0

[State a]
type = PlaySnd
trigger1 = time = 0
value = 616,0
channel = 2

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33

[state a];攻撃
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "Mac"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State a]
type = PlaySnd
trigger1 = time >= 0
trigger1 = time % 16 = 0
value = 616,0

[State 17020, VarSet]
type = VarSet
trigger1 = time = 0
trigger1 = root,statetype != A
fv = 35    ;fv = 10
value = 1

[State 17020, VarSet]
type = VarSet
trigger1 = root,statetype = A
trigger1 = time = 0
fv = 35    ;fv = 10
value = -1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.02

[State 17020, x]
type = VelSet
trigger1 = time = [12,45]
X = 0.5*sin(time/8.000)*14.000
Y = 0.5*cos(time/8.000)*14.000 * fvar(35)

[State 17020 VelAdd]
type = VelAdd
trigger1 = (parentDist X < -50); && (Vel X > -6)
trigger1 = time > 50
x = -1.2

[State 17020 VelAdd]
type = VelAdd
trigger1 = (parentDist X > 0); && (Vel X < 6)
trigger1 = time > 50
x = 1.2

[State 17020 VelAdd]
type = VelAdd
trigger1 = (parent, Pos Y > Pos Y + 20) && (Vel Y < 4); && time >= 30
trigger1 = time > 46
y = 1.8

[State 17020 VelAdd]
type = VelAdd
trigger1 = (parent, Pos Y <= Pos Y) && (Vel Y > -4); && time >= 30
trigger1 = time > 46
y = -1.8

[State 17020 VelAdd]; faz o missil subir mais rapido quando perto do chao
type = VelAdd
trigger1= (parent, Pos Y <= Pos Y) && (Vel Y > -4) && pos y > -20
trigger1 = time > 46
y = -1.8

[State 17020, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,32)*(1-((root,var(30)=2)*0.96)), 0
pausetime = 0,15
sparkno = -1
guardsound = s200,4
guard.sparkno = s555
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 17020, PosAdd]
type = PosAdd
trigger1 = movecontact = 1
x = 15
y = 0

[State 17020, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 17030
time = 1
forceair = 0

[State 17020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1

[State 17030, DestroySelf]
type = DestroySelf
trigger1 = moveguarded


[State 17020, Changstate]
type = changestate
trigger1 = movehit
value = 70501

[State 17020, DestroySelf]
type = ChangeState
trigger1 = parentdist x = [-10,10]
trigger1 = parentdist y = [0,30]
value = 70502

;hitoverride do Bumerang Cutter
[StateDef 70501]
type = S
movetype= I
physics = N
velset = 0,0

[State 17030, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,3

[State 17030, ChangeAnim]
type = ChangeAnim
trigger1 = time = 1
value = 550

[State 17030, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 17030, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;hitoverride do Bumerang Cutter
[StateDef 70502]
type = S
movetype= I
physics = N
velset = 0,0

[State 17030, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,1

[state 15130]
type = poweradd
trigger1 = time = 0
value = 125

[State 17030, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 17030, DestroySelf]
type = DestroySelf
trigger1 = time = 2
;===========================================================================
;斬弱点エフェ
;===========================================================================
[Statedef 70600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 70600
pos = -40 + random%80,-15 + random%30
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 70601
pos = -40 + random%80,-15 + random%30
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 70603
pos = -10 + random%20,-55 + random%110
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 70602
pos = -50 + random%100,-5 + random%10
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 250,4
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(40*(enemy,name= "VAVA MK2" && enemy,var(58)=0))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;===========================================================================
;�V���b�g�K���A�C�X�X�e
;===========================================================================
[Statedef 80500]
type = A
ctrl = 0
anim = 80500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 617,0
channel = 2

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33

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

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
x = 12
y = 0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.02

[state a];攻撃
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1-((root,var(30)=2)*0.96)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
trigger1 = frontedgedist< 0
trigger2 = movecontact = 1
value = 80501

;===========================================================================
;�V���b�g�K���A�C�X�X�e
;===========================================================================
[Statedef 80501]
type = A
ctrl = 0
anim = 80501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State a]
type = PlaySnd
trigger1 = time = 0
value = 610, 1
channel = 2

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a]
type = Helper
trigger1 = time = 1
id = 80502
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = time = 1
id = 80503
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = Helper
trigger1 = time = 1
id = 80504
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = time = 1
id = 80505
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = Helper
trigger1 = time = 1
id = 80506
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = root,var(30) = 2
trigger1 = time = 1
id = 80507
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = root,var(30) = 2
trigger1 = time = 1
id = 80508
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = root,var(30) = 2
trigger1 = time = 1
id = 80509
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
triggerall = root,var(30) = 2
trigger1 = time = 1
id = 80510
name = "Fully Charged Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80502
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a]
type = destroyself
trigger1 = time = 3

;===========================================================================
;�V���b�g�K���A�C�X�j��
;===========================================================================
[Statedef 80502]
type = A
ctrl = 0
anim = 80502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80502)
value = 80502

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80503)
value = 80503

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80504)
value = 80504

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80505)
value = 80505

[state a]
type = parentvaradd
triggerall = root,fvar(37) < 1
triggerall = root,fvar(30) < 1
triggerall = !root,Numhelper(31530)
trigger1 = movehit
fvar(30) = 0.01

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80506)
value = 80506

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80507)
value = 80507

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80508)
value = 80508

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80509)
value = 80509

[State 630, VelSet]
type = changeanim
triggerall = time = 1
trigger1 = IsHelper(80510)
value = 80510


[State 630, VelSet];�^��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80502)
x = -14
y = 0

[State 630, VelSet];��45��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80503)
x = -10
y = -10

[State 630, VelSet];��67.5��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80504)
x = -6
y = -13

[State 630, VelSet];��67.5��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80505)
x = -6
y = 13

[State 630, VelSet];��45��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80506)
x = -10
y = 10


[State 630, VelSet];�^��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80508)
x = 0
y = -14



[State 630, VelSet];�^��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80510)
x = 0
y = 14

[State 630, VelSet];��22.5��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80507)
x = -13
y = -6

[State 630, VelSet];��22.5��
type = VelSet
triggerall = time = 1
trigger1 = IsHelper(80509)
x = -13
y = 6

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

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撃
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1-((root,var(30)=2)*0.96)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = destroyself
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150


;===========================================================================
;氷弱点エフェ
;===========================================================================
[Statedef 80600]
type = A
ctrl = 0
anim = 80600
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 3
value = 620,1
channel = 5
volume = 1

[State a]
type = PlaySnd
trigger1 = time = 59
value = 610,1
channel = 5
volume = 1

[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
trigger1 = time = 59
id = 80610
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 80610
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1



[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;---------------------------------------------------------------------------
; パーツ
[Statedef 80610]
type = S
ctrl = 0
anim = 80610+random%3
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1), var(1)

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

[state a]
type = varadd
trigger1 = time > 0
v = 1
value = 8

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 40 - random%80

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = var(1) >= 256

;=====================================================================================
;Soul Body Hologram
[Statedef 2001]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 9741
sprpriority = 4

[State -2, 1000]
type = BindToRoot
trigger1 = Parent, Stateno != [1500,1520]
time =-1
ID = 2001
pos = 0,0

[State 0, ChangeAnim]
type = changeanim
trigger1 = anim != root, anim + 30000
value = root, anim + 30000

[State 190, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2, 1000]
type = turn
trigger1 = facing != root, facing

[State -2, 6]
type = null;PowerAdd
trigger1 = var(30) = 0
trigger1 = TimeMod = 2, 1
trigger1 = life > 10
value = -1

[State 195, 3]
type = null;Powerset
trigger1 = var(30) = 1
trigger1 = 1
value = 3000

[State 195, 3]
type = null;Powerset
trigger1 = var(30) = 1
trigger1 = TimeMod = 2, 1
value = 3000

[State 370, Destroyed]
type = Destroyself
trigger1=Lose=1
trigger2 = Win=1
trigger3 =DrawGame=1
trigger4 = Parent, movetype = h
trigger4 = Parent, StateNo != [120,155]
trigger5 = power = 0

[Statedef 2009]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 1.4,-3
ctrl     = 0
anim     = 2001
poweradd = 0
sprpriority = 2

[state a]
type = velmul
trigger1 = animelem = 4,<0
x = 1.4
y = 0.9

[State 800, 4]
type = PosSet
trigger1 = Pos Y > 5
trigger1 = Vel Y > 0
trigger1 = time > 1
y = 0

[State 200, 4]
type = ChangeState
trigger1 = animelem = 6
value = 2010
ctrl = 1



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




[Statedef 2020]
type = S
ctrl = 0
anim = 2002
velset = 0,0
movetype = A
physics = S
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,random%2

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 460,2

[State 195, 3]
type = PowerAdd
trigger1 = var(30) = 0
trigger1 = Time = 0
value = -140

[State 195, 3]
type = PowerAdd
trigger1 = var(30) = 1
trigger1 = Time = 0
value = 0

[State a]
type = Helper
trigger1 = animelem = 3
helpertype = normal
ID = 1400
stateno = 1400
postype = p1
facing = 1
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 2003
id = 400
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 215,200
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 4
id = 2021
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2021
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 2021]
type = A
ctrl = 0
anim = 2015
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = moveguarded = 3
;trigger2 = animelem = 2
;trigger3 = animelem = 3
attr = S, SA
animtype  = hard
damage    = 60, 3
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
pausetime = 0,6
sparkno = s400+Random % 5
sparkxy = -20,10
hitsound   = s460,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];�U��
type = Helper
trigger1 = time = 0
id = 2022
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2022
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
trigger2 = root,stateno != 2020
value = 511

;---------------------------------------------------------------------------
[Statedef 2022]
type = A
ctrl = 0
anim = 2016
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2022
ignorehitpause = 1

[state a]
type = destroyself
trigger1 = parent,stateno != 2021


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

;===========================================================================
;���C�W���O�G�N�X�`���[�W�J�n
;===========================================================================
[Statedef 2500]
type = A
physics = S
movetype = A
anim = 2500
sprpriority = 8
ctrl = 0
poweradd = ifelse(var(30)=2,0,-4000)

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

[State a]
type = palfx
triggerall = stateno = 2500
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
add = 200,200,160
mul = 240,200,170
color = 0
time = 2

[state a]
type = varadd
trigger1 = time = 0
trigger1 = var(30) < 2
v = 21
value = 1

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 11
value = 0

[state a];�U��
type = Helper
trigger1 = animelem = 5
id = 2502
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2500, 0
channel = 5

[State 1000, LifeAdd]
type = LifeAdd
triggerall = time > 63
trigger1 = (time%2) = 0
triggerall = Life < LifeMax
triggerall = RoundState <= 2
value = ceil(lifemax/215)

[State 1000, PlaySnd]
type = PlaySnd
triggerall = time > 63
trigger1 = (time%2) = 0
triggerall = Life < LifeMax
triggerall = RoundState <= 2
value = 2500, 1
channel = 2

[state a]
type = changestate
trigger1 = Life = LifeMax
trigger2 = palno != 12 && time = 292
trigger3 = var(30) = 2 && time = 572
value = 2501
ctrl = 0

;===========================================================================
;���C�W���O�G�N�X�`���[�W�I��
;===========================================================================
[Statedef 2501]
type = S
physics = S
movetype = A
anim = 2501
sprpriority = 8
ctrl = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State a]
type = palfx
triggerall = stateno = 2501
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
add = 200,200,160
mul = 240,200,170
color = 0
time = 2

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

[state a]
type = changestate
trigger1 = time = 40
value = 0
ctrl = 1
;===========================================================================
;���C�W���O�G�N�X�`���[�W��1
;===========================================================================
[Statedef 2502]
type = A
ctrl = 0
anim = 2502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = angledraw
trigger1 = 1
scale = 1,3

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 210, 2]
type = HitDef
trigger1 = 1
attr = A, HP
animtype  = hard
damage  = ifelse((root,var(30) = 2),50,25)*(1+((root,var(30)=2)*0.6))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
pausetime = 0,12
sparkno = s550
sparkxy = 0,-30
hitsound   = s200,3
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-6
air.velocity = 0,-6
yaccel = 0.47
fall = 1
fall.recover = 1
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
triggerall = root,palno != 12
trigger1 = time = 271
trigger2 = root,stateno = 2501
value = 2503

[state a]
type = changestate
triggerall = root,var(30) = 2
trigger1 = time = 551
trigger2 = root,stateno = 2501
value = 2503
;===========================================================================
;���C�W���O�G�N�X�`���[�W��2
;===========================================================================
[Statedef 2503]
type = A
ctrl = 0
anim = 2503
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = angledraw
trigger1 = 1
scale = 1,3

[state a]
type = hitdef
trigger1 = 1
trans = addalpha
alpha = 245,50
[State 210, 2]
type = HitDef
trigger1 = 1
attr = A, HP
animtype  = hard
damage  = ifelse((root,var(30) = 2),50,25)*(1+((root,var(30)=2)*0.6))
priority = 99999999, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
pausetime = 0,12
sparkno = s550
sparkxy = 0,-30
hitsound   = s200,3
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-6
air.velocity = 0,-6
yaccel = 0.47
fall = 1
fall.recover = 1
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;===========================================================================
;���t���N�g
;===========================================================================
[Statedef 1400]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd= 65
ctrl = 0

[State 1400, 0]
type = StateTypeSet
trigger1 = pos y = 0
statetype = S

[State 1400, 0]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A


[State a]
type = removeExplod
trigger1 = time = 0
id = 400


[State 1400, 0]
type = ChangeAnim
triggerall = statetype != A
trigger1 = prevstateno != 9000
trigger1 = !time
value = 1400
ctrl = 0

[State 1400, 0]
type = ChangeAnim
triggerall = statetype = A
trigger1 = prevstateno != 9000
trigger1 = !time
value = 1403
ctrl = 0

[State 5120, 4]
type = PlaySnd
trigger1 = animelem = 2
value = 1400,0

[State 1400, 0]
type = StopSnd
trigger1 =!time
channel = 0
ignorehitpause = 1

[state 1401,a0]
type = varset
trigger1 = !time
var(4) = 0

;[State 1400, 1]; placeholder for DCvsM until Magus fixes Ironman projectile atributes :P
;type = ReversalDef
;trigger1 = !time && (enemy,name="Ironman DCvsM")
;reversal.attr = SCA,NP,SP,SA
;sparkno = -1
;hitsound   = S7,6
;priority = 7,Hit
;p2stateno = 1410
;p1stateno = 1401

[State 1400, 1]
type = ReversalDef
triggerall = root,palno = [1,6]
trigger1 = (AnimElemTime(1) >= 0)&&(AnimElemTime(13) <= 2)
reversal.attr = SCA,NP,SP ;HP No for Hypers
sparkno = -1
hitsound   = S7,6
priority = 7,Hit
p2stateno = 1410
p1stateno = 1401
ignorehitpause = 1

[State 1400, 1]
type = ReversalDef
triggerall = root,var(30) > 0
trigger1 = (AnimElemTime(1) >= 0)&&(AnimElemTime(13) <= 2)
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = -1
hitsound   = S7,6
priority = 7,Hit
p2stateno = 1410
p1stateno = 1401
ignorehitpause = 1

[State 1400, 2]
type = hitoverride
triggerall = root,palno = [1,6]
trigger1 =(AnimElemTime(1) >= 0)&&(AnimElemTime(13) <= 2)
time = 1
attr = SCA,NP,SP
stateno = 1402
ignorehitpause = 1
slot=1

[State 1400, 2]
type = hitoverride
triggerall = root,var(30) > 0
trigger1 =(AnimElemTime(1) >= 0)&&(AnimElemTime(13) <= 2)
time = 1
attr = SCA,NP,SP,HP
stateno = 1402
ignorehitpause = 1
slot=1

[State 3300, 1]
type = ReversalDef
trigger1 = MoveContact = 0
reversal.attr = SCA, AP
p2stateno = 1410
p1stateno = 1401
sparkno = -1
numhits = 0

[State 1400, 2]
type = hitoverride
trigger1 =(AnimElemTime(1) >= 0)&&(AnimElemTime(13) <= 2)
time = 1
attr = SCA,NA
stateno = 800
ignorehitpause =1
slot=2

[State 1400, END]
type = ChangeState
triggerall = statetype != A
trigger1 = animTime = 0
value = 0
ctrl = 1

[State 1400, END]
type = ChangeState
triggerall = statetype = A
trigger1 = animTime = 0
value = 111
ctrl = 1

[Statedef 1401];----- going
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
poweradd = 45

[State 1400, 0]
type = StateTypeSet
trigger1 = pos y = 0
statetype = S

[State 1400, 0]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A


[State 5120, 4]
type = PlaySnd
trigger1 = time = 0
value = 200,2

[State 8717, aa2]
type = Explod
trigger1 = !time
sprpriority = 9
id = 25500
anim = 25500
postype = P1
pos = 0, 0
removeongethit = 1
bindtime = -1
facing= 1
ownpal = 1
supermovetime = 99
pausemovetime = 99

[State 1401, 1];one more for multi hit
type = ReversalDef
trigger1 = !time
reversal.attr = SCA,NP,SP,HP,AP,NA,SA,HA
sparkno = -1
hitsound   = S7,6
priority = 7,Hit
p2stateno = 1410
p1stateno = 1401

[State 1401, 1]
type = ChangeAnim
trigger1 = !var(4) && !time
value = ifelse(random<=499,1401,1402)

[State 1401, 1]
type = ChangeAnim
triggerall = statetype != A
trigger1 = var(4)=1 && !time
value = 1402
persistent=0

[State 1401, 1]
type = ChangeAnim
triggerall = statetype != A
trigger1 = var(4)=2 && !time
value = 1401
persistent=0

[State 1401, 1]
type = ChangeAnim
triggerall = statetype = A
trigger1 = var(4)=1 && !time
value = 1405
persistent=0

[State 1401, 1]
type = ChangeAnim
triggerall = statetype = A
trigger1 = var(4)=2 && !time
value = 1404
persistent=0


[state 1401,a0]
type = varset
triggerall = statetype != A
trigger1 = anim=1401
var(4) = 1
persistent=0
[state 1401,a0]
type = varset
triggerall = statetype != A
trigger1 = anim=1402
var(4) = 2
persistent=0

[state 1401,a0]
type = varset
triggerall = statetype = A
trigger1 = anim=1404
var(4) = 1
persistent=0
[state 1401,a0]
type = varset
triggerall = statetype = A
trigger1 = anim=1405
var(4) = 2
persistent=0


[State 1402, END]
type = ChangeState
triggerall = statetype != A
trigger1 = animTime = 0
value = 0
ctrl = 1

[State 1402, END]
type = ChangeState
triggerall = statetype = A
trigger1 = animTime = 0
value = 111
ctrl = 1

[Statedef 1402];----- going2
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
poweradd = 45

[State 1400, 0]
type = StateTypeSet
trigger1 = pos y = 0
statetype = S

[State 1400, 0]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A


[State 1402, 0];one more for multi-hit
type = hitoverride
trigger1 =(AnimElemTime(1) >= 0)&&(AnimElemTime(7) <= 12)
time = 1
attr = SCA,NP,SP
stateno = 1402
ignorehitpause = 1

[State 1401, 1]
type = ChangeAnim
trigger1 = !var(4) && !time
value = ifelse(random<=499,1401,1402)

[State 1401, 1]
type = ChangeAnim
triggerall = statetype != A
trigger1 = var(4)=1 && !time
value = 1402
persistent=0
[State 1401, 1]
type = ChangeAnim
triggerall = statetype != A
trigger1 = var(4)=2 && !time
value = 1401
persistent=0

[State 1401, 1]
type = ChangeAnim
triggerall = statetype = A
trigger1 = var(4)=1 && !time
value = 1405
persistent=0
[State 1401, 1]
type = ChangeAnim
triggerall = statetype = A
trigger1 = var(4)=2 && !time
value = 1404
persistent=0


[state 1401,a0]
type = varset
trigger1 = anim=1401
trigger2 = anim=1404
var(4) = 1
persistent=0
[state 1401,a0]
type = varset
trigger1 = anim=1402
trigger2 = anim=1405
var(4) = 2
persistent=0

[State 1400, 0]
type = PlaySnd
triggerall = !NumProjID(1455)
trigger1 = !time
value = 7,6
channel = 6

[State 1402, 2]
type = Projectile
triggerall = !NumProjID(1455)
trigger1 = !time
projid = 1455
projanim = 1455
projhitanim = 1455;1460
postype = P1
offset = 35,-70
projsprpriority = 3
projpriority = 4
velocity = 8.4,0
attr = S, SP
damage = ifelse(p2movetype = H,10,100)*(1+((var(30)=2)*0.6)),7
animtype  = Hard
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 6,6
guard.pausetime = 0,6
sparkno = -1
guard.sparkno = ifelse(!var(55),-1,40)
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
fall.envshake.time = 5
fall.envshake.ampl = -3
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -5,-4
air.fall = 1
ground.cornerpush.veloff=0

[State 1402, END]
type = ChangeState
triggerall = statetype != A
trigger1 = animTime = 0
value = 0
ctrl = 1

[State 1402, END]
type = ChangeState
triggerall = statetype = A
trigger1 = animTime = 0
value = 111
ctrl = 1

[Statedef 1410];P2 projectile---------------------------------------------
type = A
physics = N
movetype = A
sprpriority = 3
ctrl = 0

[State 1410, a0]
type = BindToParent
trigger1 = !time
time = 0

[State 1410, a2]
type = VelSet
trigger1 =!time && vel x >0
x = -8.5
y = - vel y

[State 1410, a3]
type = turn
trigger1 = !time

[State 1410, ax]
type = posset
trigger1 = enemy,facing=1 && !time
x =enemy,pos x + 50

[State 1410, ax]
type = posset
trigger1 = enemy,facing=-1 && !time
x =enemy,pos x - 50

[State 1410, a4]
type = nothitby
trigger1 = 1
time = -1
value = SCA,AA,AT
ignorehitpause = 1

[State 1410, a6]
type = hitdef
trigger1 = time = 5
priority = 6,Hit
affectteam = F
attr = A,SP
damage = ifelse(p2movetype = H,10,100)*(1+((var(30)=2)*0.6)),7
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 3,3
sparkno = -1
sparkxy = 0,0
guard.sparkno = ifelse(!var(55),-1,40)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -5
airguard.velocity = -1
air.type = High
air.velocity = -4, -2
air.hittime = 25
ground.cornerpush.veloff=0
air.fall = 1
p2facing = 1
fall.recover = 0

[State 1410, a1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1410, a7]
type = destroyself
trigger1 = MoveContact || FrontEdgeDist < -85 ||  BackEdgeDist < -85
Trigger2 = vel x = 0
Trigger3 = time >= 130 ;safety
Trigger4 = prevstateno=1410;safety stuck on colisions
ignorehitpause =1

[State 1410, Safety]
type = SelfState
trigger1 = !IsHelper
value = 5050

[Statedef 2030]
type    = A
movetype = A
physics = A
ctrl = 0
anim = 2005

[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = 2.5

[State 50, 1]
type = velset
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = -2.5

[State 50, 1]
type = velset
trigger1 = var(3) != 0
trigger1 = command = "holdfwd"
x = 4.5

[State 50, 1]
type = velset
trigger1 = var(3) != 0
trigger1 = command = "holdback"
x = -4.5


[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

[State 50, 1]
type = velset
trigger1 = command != "hold_a" && command != "holdup"
trigger1 = vel y <= 0
y = 0

[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,random%2

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 460,2

[State a]
type = Helper
trigger1 = animelem = 2
helpertype = normal
ID = 1400
stateno = 1400
postype = p1
facing = 1
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 2
anim = 2007
id = 2007
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 215,200
ownpal = 1

[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 2031
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2031
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 195, 3]
type = PowerAdd
trigger1 = var(30) = 0
trigger1 = Time = 0
value = -60

[State 195, 3]
type = PowerAdd
trigger1 = var(30) = 1
trigger1 = Time = 0
value = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 412

[Statedef 2031]
type = A
ctrl = 0
anim = 2008
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = moveguarded = 3
;trigger2 = animelem = 2
;trigger3 = animelem = 3
attr = S, SA
animtype  = hard
damage    = 60, 3
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
pausetime = 0,6
sparkno = s400+Random % 5
sparkxy = -20,10
hitsound   = s460,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];�U��
type = Helper
trigger1 = time = 0
id = 2032
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2032
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
trigger2 = root,stateno != 2030
value = 511

;---------------------------------------------------------------------------
[Statedef 2032]
type = A
ctrl = 0
anim = 2009
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2032
ignorehitpause = 1

[state a]
type = destroyself
trigger1 = parent,stateno != 2031
;---------------------------------------------------------------------------
[Statedef 8000]
type = S
movetype = I
anim = 8000
velset = 0,0

[State 180, 1]
type = ChangeState
trigger1 = time = 15
value = 8001

;---------------------------------------------------------------------------
[Statedef 8001]
type = S
movetype = I
anim = 8000
velset = 0,0

[state a]
type = posadd
trigger1 = time = 0
y = -30

[State a]
type = PlaySnd
trigger1 = time = 0
value = 8000,0

[state a]
type = varset
trigger1 = 1
v = 1
value = random%2

[state a]
type = varset
trigger1 = 1
v = 1
value = var(1)*2

[state a]
type = varset
trigger1 = 1
v = 1
value = var(1)-1

[state a]
type = varset
trigger1 = 1
v = 2
value = random%2

[state a]
type = varset
trigger1 = 1
v = 2
value = var(2)*2

[state a]
type = varset
trigger1 = 1
v = 2
value = var(2)-1

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%7 + 2)*var(1),(random%9)*var(2)

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%9)*var(1),(random%7 + 2)*var(2)

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%7 + 2)*var(1),(random%9)*var(2)

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%9)*var(1),(random%7 + 2)*var(2)

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 0,-3
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 0,3
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,0
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,0
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,2
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,2
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,-2
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,-2

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,-1.5
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,1.5
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,-1.5
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,1.5
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1.5,-3
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1.5,3

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1.5,-3
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1.5,3


[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,1
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,-1
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,1
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,-1
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1,3
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1,-3
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1,3
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1,-3
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,2.5
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,-2.5
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,2.5
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,-2.5
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2.5,2
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2.5,-2
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2.5,2
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2.5,-2

[state a]
type = destroyself
trigger1 = time = 40
;---------------------------------------------------------------------------
[Statedef 8005]
type = S
movetype = H
;anim = 8005
velset = 0,0

[state a]
type = changeanim2
trigger1 = time = 0
value = 8005

[state a]
type = lifeadd
trigger1 = 1
value = -2000
kill = 0

[State 180, 1]
type = ChangeState
trigger1 = Time >= 15
value = 5150

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[state a]
type = lifeadd
trigger1 = 1
value = -2000

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 12,random%4

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State a]
type = ChangeAnim2
trigger1 = prevstateno = 8005
value = 8006

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = 1
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = posset
trigger1 = time = 1
y = 0

[state a];
type = Helper
trigger1 = prevstateno = 8010
trigger1 = time = 0
id = 8000
sprpriority = 5
pos = 0,0
postype = p1
stateno = 8001
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 8010]
type = S
movetype = I
anim = 8010
velset = 0,0

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


[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[state a]
type = changeanim
trigger1 = time = 0
value = 8010

[State 180, 1]
type = ChangeState
trigger1 = Time >= 8
value = 5150
;----------------------------------------------------------------------------
[Statedef 20000]
type = A
ctrl = 0
anim = 20000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = turn
trigger1 = facing != root,facing

[state a]
type = changeanim
triggerall = anim != 20010
trigger1 = root,stateno = 11
value = 20010

[state a]
type = changeanim
triggerall = anim != 20000
trigger1 = root,stateno = 12
value = 20000

[state a]
type = statetypeset
trigger1 = root,statetype = S
value = S

[state a]
type = statetypeset
trigger1 = root,statetype = C
value = C

[state a]
type = statetypeset
trigger1 = root,statetype = A
value = A

[state a]
type = changeanim
triggerall = anim != 20100
trigger1 = root,stateno = 100
trigger1 = root,animelem = 4,>=0
trigger2 = root,stateno = 110
trigger2 = root,animelem = 2,>=0
trigger3 = root,stateno = 3510
trigger3 = root,animelem = 2,>=0
value = 20100

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = 2000
trigger2 = root,stateno = 2500
trigger3 = root,stateno = 8010
trigger4 = root,stateno = 5150
trigger5 = root,stateno = 470
trigger6 = root,stateno = 471
trigger7 = root,stateno = 190
trigger8 = root,stateno = 181
trigger9 = root,stateno = 2600
trigger10= root,stateno = 2700
trigger11= root,stateno = 1000
trigger12= root,stateno = 1250
trigger13= root,stateno = 2010
trigger14= root,stateno = 2013
trigger15= root,stateno = 112
trigger16= root,stateno = 3510
trigger16= root,var(30) = 2
trigger17 = root,stateno = 2500
trigger18 = root,stateno = 2501
trigger19 = root,stateno = 2050
trigger20 = root,fvar(37) > 0
trigger21 = root,numhelper(31530) > 0 
value = 9999

[state a]
type = changeanim
triggerall = anim != 20000
trigger1 = root,stateno != 11
trigger1 = root,stateno != 100
trigger1 = root,stateno != 110
trigger1 = root,stateno != 2000
trigger1 = root,stateno != 2500
trigger1 = root,stateno != 8010
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 470
trigger1 = root,stateno != 471
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 2600
trigger1 = root,stateno != 2700
trigger1 = root,stateno != 1250
trigger1 = root,stateno != 1000
trigger1 = root,stateno != 2010
trigger1 = root,stateno != 2013
trigger1 = root,stateno != 3510
trigger1 = root,stateno != 112
trigger1 = root,stateno != 2500
trigger1 = root,stateno != 2501
trigger1 = root,stateno != 2050
trigger1 = root,fvar(37) < 1
trigger1 = root,numhelper(31530) < 1 
value = 20000

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

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 20001

[State 200, 7]
type = null;changestate
trigger1 = root,stateno = 1100
value = 1002

;----------------------------------------------------------------------------
[Statedef 20001]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 5000,0

[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[state a]
type = varadd
trigger1 = root,var(30) = 0
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * .5)

[state a]
type = varadd
trigger1 = root,var(30) >= 1
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * .5)

[state a]
type = null;varset
trigger1 = root,var(30) = 2
trigger1 = time = 0
trigger1 = var(1) <= 22
v = 1
value = 1

[state a]
type = parentvarset
trigger1 = time = 0
var(15) = var(1);GetHitVar(damage)

[state a]
type = parentvarset
trigger1 = 1
trigger1 = root,var(30) = 2
v = 16
value = 1

[state a]
type = parentvarset
trigger1 = time >= 18
trigger1 = root,var(30) < 2
v = 16
value = 1


[state a]
type = null;parentvaradd
trigger1 = time = 0
trigger1 = GetHitVar(damage)
v = 8
value = 50

[State 200, 1]
type = null;PlaySnd
trigger1 = root,stateno != 600
trigger1 = root,stateno != 1100
trigger1 = time = 1
value = 5000, 0

[state a]
type = changestate
trigger1 = root,var(30) < 2
trigger1 = time = 76
trigger2 = root,var(30) = 2
trigger2 = time = 114
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Third Armor" || p4name = "Second Armor")&& enemy,authorname = "Dr.Light"
triggerall = time = 1
trigger1 = enemy,var(51) > 0
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Second Armor" || p4name = "Second Armor")&& enemy,authorname = "Dr.Light"
triggerall = time = 1
trigger1 = enemy,var(51) > 0
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Blade Armor" || p4name = "Blade Armor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(27) > 0
trigger1 = time = 0
value = 20000

[state a]
type = changestate
triggerall = (p2name = "First Armor" || p4name = "First Armor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(51) > 0
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "EX Light Armor" || p4name = "EX Light Armor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(51) > 0
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(52) > 0
trigger1 = time = 1
trigger2 = enemy,stateno = 715
trigger2 = time = 1
trigger3 = enemy,stateno = 716
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "UltimateArmorSFC" || p4name = "UltimateArmorSFC")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1200 && P2MoveType=A
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 460 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 461 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 462 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 463 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 464 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 465 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 466 && P2MoveType=A
trigger7 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = enemy,var(12) > 0
trigger1 = time = 1
trigger2 = enemy,var(11) > 2
trigger2 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 600 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 601 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 602 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 603 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 604 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 605 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 606 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 607 && P2MoveType=A
trigger8 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = enemy,var(12) > 0
trigger1 = time = 1
trigger2 = enemy,var(11) > 2
trigger2 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
trigger4 = enemy,var(26)>0
trigger4 = time = 1
value = 20000

[state a]
type = changestate
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 50001 && P2MoveType=A
trigger2 = time = 1
value = 20000

[state a]
type = changestate
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 = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
value = 20000

[state a]
type = changestate
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
trigger1 = time = 1
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 30006 && P2MoveType=A
trigger7 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "First Armor" || p4name = "First Armor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 1120 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 1130 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 1122 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 1132 && P2MoveType=A
trigger5 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Command Mission X" || p4name = "Command Mission X")&& enemy,authorname = "Dr.Light"
trigger1 = (enemy, var(51) > 0)
trigger1 = time = 1
trigger2 = (p2stateno = [1200,1250]) && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 1300 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 1301 && P2MoveType=A
trigger4 = time = 1
trigger5 = (enemy, var(25) > 0) && enemy,var(31) < 1
trigger6 = p2stateno = 400 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 401 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 402 && P2MoveType=A
trigger8 = time = 1
trigger9 = p2stateno = 442 && P2MoveType=A
trigger9 = time = 1
trigger10 = p2stateno = 443 && P2MoveType=A
trigger10 = time = 1
trigger11 = (p2stateno = [6000,6500]) && P2MoveType=A
trigger11 = time = 1
trigger12 = p2stateno = 1010 && P2MoveType=A
trigger12 = time = 1
trigger13 = p2stateno = 1011 && P2MoveType=A
trigger13 = time = 1
trigger14 = (p2stateno = [1040,1070]) && P2MoveType=A
trigger14 = time = 1
trigger15 = (p2stateno = [7100,7600]) && P2MoveType=A
trigger15 = time = 1
trigger16 = (p2stateno = [1120,1152]) && P2MoveType=A
trigger16 = time = 1
trigger17 = (p2stateno = [1250,1350]) && P2MoveType=A
trigger17 = time = 1
value = 20000

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


[state a]
type = changeanim
triggerall = p2name = "Magma Dragoon (SNES Boss)" || p4name = "Magma Dragoon (SNES Boss)"
triggerall = time = 0
trigger1 = p2stateno = 143 && P2MoveType=A
value = 1455

[State 180, 1]
type = ChangeState
triggerall = anim = 1455
triggerall = p2name = "Magma Dragoon (SNES Boss)" || p4name = "Magma Dragoon (SNES Boss)"
trigger1 = p2stateno = 142 || (p2stateno = 143 && time = 100)
value = 8010
ctrl = 0

[state a]
type = velset
triggerall = p2name = "Magma Dragoon (SNES Boss)" || p4name = "Magma Dragoon (SNES Boss)"
triggerall = time = 0
trigger1 = p2stateno = 100 && stateno = 3000
trigger2 = p2stateno = 143 && stateno = 3000
x = 0

[state a]
type = velset
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 715 && P2MoveType=A
trigger2 = p2stateno = 716 && P2MoveType=A
x = 0
y = 0

[state a]
type = velset
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 718 && enemy,animelem = 2
x = -3


[state -2]
type = posset
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 716 && P2MoveType=A
x = enemynear,pos X +25+ifelse(enemynear,facing=1,0,-50)

[state a]
type = changeanim
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = time = 0
trigger1 = p2stateno = 718 && enemy,animelem = 2
value = 3000

[state a]
type = changeanim
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
triggerall = time = 0
trigger1 = p2stateno = 715 && P2MoveType=A
trigger2 = p2stateno = 716 && P2MoveType=A
value = 3001

[state a]
type = changeanim
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") 
triggerall = time = 0
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 = 3001

[state a]
type = changeanim
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
triggerall = time = 0
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 = 3001

[state a]
type = velset
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 467 && enemy, movecontact
x = -6.2
y = -1.8

[state a]
type = veladd
trigger1 = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 467 && P2MoveType=A
y = 1.56

[state a]
type = velset
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 && enemy, animelem = 1
x = 0

[state -2]
type = posset
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
triggerall = time = 0
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 && enemy, animelem = 1
x = enemynear,pos X +20+ifelse(enemynear,facing=1,0,-40)
y = -5

[state a]
type = changeanim
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
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 = 3001+(2*(palno=6))

[state a]
type = velset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 607 && enemy,animelem = 4
x = -6.2
y = -1.8

[state a]
type = veladd
trigger1 = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 607 && vel Y < 0 && pos Y < 0
y = 1.56

[state a]
type = velset
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 && enemy, animelem = 1
x = 0

[state -2]
type = posset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
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 && enemy, animelem = 1
x = enemynear,pos X +30+ifelse(enemynear,facing=1,0,-60)
y = -5

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

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[State 200, 1]
type = PlaySnd
trigger1 = time = 1
value = 3000, random%3

[state a]
type = turn
trigger1 = p2dist x < 0
trigger1 = time = 0


[state a]
type = velset
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") 
triggerall = time = 0
trigger1 = p2stateno = 30007 && P2MoveType=A
x = -3

[state a]
type = velset
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") 
triggerall = time = 0
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
x = 0

[state -2]
type = velset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger2 = p2stateno = 50001 && P2MoveType=A
x = 0

[state -2]
type = posset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger2 = p2stateno = 50001 && P2MoveType=A
x = enemynear,pos X +15+ifelse(enemynear,facing=1,0,-30)
y = -25

[state a]
type = changeanim
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50000 && stateno = 3000
trigger2 = p2stateno = 50001 && stateno = 3000
value = 3001

[state a]
type = changeanim
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50002 && stateno = 3000
value = 3000

[state -2]
type = velset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50002 && P2MoveType=A
x = -3
y = -0.5


[state a]
type = velset
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 7500 && P2MoveType=A
trigger2 = p2stateno = 7501 && P2MoveType=A
trigger3 = p2stateno = 7502 && P2MoveType=A
x = 0


[state a]
type = changeanim
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1010 && stateno = 3000
trigger2 = p2stateno = 1011 && stateno = 3000
trigger3 = p2stateno = 7500 && stateno = 3000
trigger4 = p2stateno = 7501 && stateno = 3000
value = 3001

[state a]
type = changeanim
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1451 && P2MoveType=A
value = 1455

[State 180, 1]
type = ChangeState
triggerall = anim = 1455
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 1452 || (p2stateno = 1451 && time = 58)
value = 8010
ctrl = 0

[state a]
type = velset
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1450 && stateno = 3000
trigger2 = p2stateno = 1451 && stateno = 3000
trigger3 = p2stateno = 1010 && stateno = 3000
trigger4 = p2stateno = 1011 && stateno = 3000
x = 0

[state a]
type = velmul
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1450 && stateno = 3000
trigger2 = p2stateno = 1451 && stateno = 3000
x = 0



[state a]
type = velset
triggerall = anim != 1455
trigger1 = time = 0
x = -3

[state a]
type = null;veladd
trigger1 = pos y < 0
y = 0.26


[state a]
type = posset
trigger1 = pos y > 0
y = 0


[state a]
type = velmul
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
x = 0

[state a]
type = velmul
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 = 30007 && P2MoveType=A
x = 0.9

[state a]
type = velmul
trigger1 = 1
x = 0.9

[state a]
type = statetypeset
trigger1 = pos y < 0
value = A

[state a]
type = statetypeset
trigger1 = pos y = 0
value = S

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = S
value = 0
ctrl = 1

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = A
value = 111

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)(�Ȃ�)���ދ@�B
[Statedef 9999]
type = S
movetype = I
ctrl = 0
anim = 9999
velset = 0,0
physics = N
sprpriority = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[state a]
type = varset
triggerall = root,var(30) < 2
trigger1 = time = 0
v = 19
value = root,var(27)

[state a]
type = varset
triggerall = root,var(30) = 2
trigger1 = time = 0
v = 19
value = ifelse(root,var(46)=1,10,9)

;---------------------[��]

[State a]
type = PlaySnd
trigger1 = time = 0
value = 9999, (var(19)*2)
channel = 5
volume = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 9999, (var(19)*2)
channel = 5
;volume = 1

[State a]
type = PlaySnd
trigger1 = time >0
value = 9999, ((var(19)*2)+1)
lowpriority = 1
channel = 5
loop = 1
;volume = 0

;---------------------[����]
[state a]
type = changestate
trigger1 = lose
trigger2 = root,stateno = 181
trigger3 = (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")&& enemy,authorname = "ahuron"
trigger4 = (p2name = "Makamaka" || p4name = "Makamaka")&& enemy,authorname = "ahuron"
trigger5 = (p2name = "Misuzu" || p4name = "Misuzu")&& enemy,authorname = "ahuron"
trigger6 = (p2name = "Touyama" || p4name = "Touyama")&& enemy,authorname = "ahuron"
trigger7 = (p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER")&& enemy,authorname = "or2 =3"
trigger8 = (p2name = "Final Sigma W" || p4name = "Final Sigma W")&& enemy,authorname = "ahuron"
trigger9 = (p2name = "Maverick Zero" || p4name = "Maverick Zero")&& enemy,authorname = "ahuron"
trigger10 = (p2name = "Sigma" || p4name = "Sigma")&& enemy,authorname = "!?"
trigger11 = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger12 = (p2name = "Vile" || p4name = "Vile")&& enemy,authorname = "DragonFaku"
trigger13 = (p2name = "iX" || p4name = "iX")&& enemy,authorname = "DragonFaku"
trigger14 = (p2name = "heart-armardi" || p4name = "heart-armardi")&& enemy,authorname = ""
trigger15 = (p2name = "ToadMan" || p4name = "ToadMan")&& enemy,authorname = "Ahuron"
trigger16 = (p2name = "madgear" || p4name = "madgear")&& enemy,authorname = "Skiff/SUGIO"
trigger17 = (p2name = "Ghouls and Ghosts - Graveyard" || p4name = "Ghouls and Ghosts - Graveyard")&& enemy,authorname = "MabsKMK"
trigger18 = (p2name = "Vile MMHX" || p4name = "Vile MMHX")&& enemy,authorname = "DragonFaku"
trigger19 = (p2name = "colonel_X4" || p4name = "colonel_X4")&& enemy,authorname = "shikkoku"
trigger20 = (p2name = "iris_X4" || p4name = "iris_X4")&& enemy,authorname = "shikkoku"
trigger21 = (p2name = "iXplayer" || p4name = "iXplayer")&& enemy,authorname = "DragonFaku"
trigger22 = (p2name = "Infinity Sigma" || p4name = "Infinity Sigma")&& enemy,authorname = "RedLine"
trigger23 = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger24 = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger25 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger26 = (p2name = "Magma Dragoon" || p4name = "Magma Dragoon")&& enemy,authorname = "ArcadeDemo"
trigger27 = (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")&& enemy,authorname = "ArcadeDemo"
trigger28 = (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")&& enemy,authorname = "ArcadeDemo"
trigger29 = (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")&& enemy,authorname = "ArcadeDemo"
trigger30 = (p2name = "mattrex" || p4name = "mattrex")&& enemy,authorname = "ArcadeDemo"
trigger31 = (p2name = "skiver" || p4name = "skiver")&& enemy,authorname = "MugenDemo"
trigger32 = (p2name = "Dynamo" || p4name = "Dynamo")&& enemy,authorname = "D.Mugen & V.X"
trigger33 = (p2name = "spike rosered" || p4name = "spike rosered")
trigger34 = (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger35 = (p2name = "HIGHMAX" || p4name = "HIGHMAX")&& enemy,authorname = "taihei//RedLine"
trigger36 = (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")&& enemy,authorname = "ArcadeDemo"
trigger37 = (p2name = "Split Mushroom" || p4name = "Split Mushroom")&& enemy,authorname = "ArcadeDemo"
trigger38 = (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")&& enemy,authorname = "ArcadeDemo"
trigger39 = (p2name = "Web Spider" || p4name = "Web Spider")&& enemy,authorname = "ArcadeDemo"
trigger40 = (p2name = "Elecman URM Prototype v3" || p4name = "Magma Dragoon")&& enemy,authorname = "Shircan"
trigger41 = (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")&& enemy,authorname = "Shircan"
trigger42 = (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")&& enemy,authorname = "Shircan"
trigger43 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")&& enemy,authorname = "ArcadeDemo"
trigger44 = (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")&& enemy,authorname = "Shircan"
trigger45 = p2name = "Magma Dragoon" || p4name = "Magma Dragoon"
trigger46 = p2name = "MEGA MAN/ROCK MAN X6 GATE" || p4name = "MEGA MAN/ROCK MAN X6 GATE"
trigger47 = (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger48= p2name = "iXplayer" || p4name = "iXplayer"
trigger49 = root,numhelper(1150) > 0
value = 9998

;----------------------------------------------------------------------------
;(HELPER)�ȃX�g�b�v
[Statedef 9998]
type = S
movetype = A
ctrl = 0
anim = 9999
velset = 0,0
physics = N
sprpriority = 0

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

;---------------------[��]
[state a]
type = stopsnd
trigger1 = time = 0
channel = 5

;---------------------[����]
[state a]
type = null;destroyself
trigger1 = root,stateno = 1100
trigger1 = root,animelem = 15

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = time = 0
source = 1,1
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;Aura
;---------------------------------------------------------------------------
[Statedef 10000]
type = S
physics = S
anim = 10000

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 220 ,255

[State a]
type = BindToParent
trigger1 = 1
time = 1
pos = 0, 0

[State a]
type = SprPriority
trigger1 = Parent,Movetype != H
value = 0

[State a]
type = SprPriority
trigger1 = Parent,Movetype = H
value = -2

[State a]
type = ChangeAnim
trigger1 = Anim != 10000
trigger1 = Parent,NumExplod(560) = 0
value = 10000

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = lose
trigger2 = root,stateno = 8020
trigger2 = root,animelem = 1

;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Aura Shadow
[Statedef 99999]
sprpriority = -5
movetype = I
ctrl = 0

[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root, Anim)
trigger3 = !AnimExist(Root, Anim)
trigger4 = Root, StateNo >= 160
trigger4 = Root, StateNo < 5000
trigger4 = Root, MoveType = H
trigger5 = Root, StateNo >= 6000
trigger5 = Root, MoveType = H
trigger6 = Root, Anim >= 160
trigger6 = Root, Anim < 5000
trigger6 = Root, MoveType = H
trigger7 = Root, Anim >= 6000
trigger7 = Root, MoveType = H
flag = Invisible

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = -5

[State 9999, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1

[State 9999, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 125,125,255
mul = 125,125,255

[State 9999, PalFX]
type = PalFX
trigger1 = Name = "iXplayer"
trigger1 = AuthorName = "Reploid labo"
time = 1
color = 0
add = 50,50,150
mul = 50,50,150

;----- Set Animation -----
[State 9999, VarSet]		; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
trigger1 = Root, Anim < 6000
value = Root, Anim
elem = Var(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
triggerall = Root, StateNo >= 2102
triggerall = Root, StateNo < 2105
triggerall = Root, HitPauseTime > 0
trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)
value = Root, Anim
elem = Root, AnimElemNo(0)
;-------------------------

;----- Scale Timer -----
[State 9999, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(18) = 1

[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Var(18) >= 300
var(18) = 0
;-------------------------

;===== Twitch Size X,Y =====
;----- Size X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(0) < 1.15
fvar(0) = 1.25

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(0) >= 1.15
fvar(0) = -0.05
;-------------------------

;----- Size Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(1) <= 1.05
fvar(1) = 1.15

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(1) > 1.05
fvar(1) = -0.05
;-------------------------
;==============================

;===== Grow/Shrink X,Y =====
;----- Resize X Scale -----
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(10) < 0.150
trigger1 = Var(18) >= 100
trigger1 = Var(18) <= 150
fvar(10) = 0.025 / 2

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(10) > 0
trigger1 = Var(18) >= 250
trigger1 = Var(18) <= 300
fvar(10) = -0.025 / 2

; -=[ Reset ]=-
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(10) <= 0
trigger3 = Var(18) <= 0
fvar(10) = 0.025
;-------------------------

;----- Resize Y Scale -----
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(11) < 0.125
trigger1 = Var(18) >= 100
trigger1 = Var(18) <= 150
fvar(11) = 0.025 / 2

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(11) > 0
trigger1 = Var(18) >= 250
trigger1 = Var(18) <= 300
fvar(11) = -0.025 / 2

; -=[ Reset ]=-
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(11) <= 0
trigger3 = Var(18) <= 0
fvar(11) = 0
;-------------------------
;==============================

;===== Scale X,Y Difference =====
;----- Size X Difference -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Root, Alive
trigger3 = FVar(20) > 0
fvar(20) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Root, Alive = 0
fvar(20) = -0.0025
;-------------------------

;----- Size Y Difference -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Root, Alive
trigger3 = FVar(21) > 0
fvar(21) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Root, Alive = 0
fvar(21) = -0.0025
;-------------------------
;==============================

;----- Size Scale Draw -----
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Time < 145
trigger1 = Root, Alive
scale = FVar(0) - 0.05, FVar(1) - 0.05

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Time >= 145
trigger1 = Root, Alive
scale = (FVar(0) + FVar(10)) - 0.025, (FVar(1) + FVar(11)) - 0.025

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, Alive = 0
scale = (FVar(0) + FVar(10) + FVar(20)) - 0.0125, (FVar(1) + FVar(11) + FVar(21)) - 0.0125
;-------------------------

[State 9999, Trans]
type = Trans
trigger1 = Name = "iXplayer"
trigger1 = AuthorName = "Reploid labo"
ignorehitpause = 1
trans = addalpha
alpha = 200,200

[State 9999, AfterImage]
type = AfterImage
triggerall = Time > 0
triggerall = Name = "iXplayer"
triggerall = AuthorName = "Reploid labo"
trigger1 = RoundState >= 2
ignorehitpause = 1
persistent = 0
Time = 0
TimeGap = 1
FrameGap = 1
Length = 10
PalColor = 0
PalBright = 0,0,0
PalContrast = 0,0,0
Trans = add

[State 9999, AfterImage]
type = AfterImageTime
trigger1 = Name = "iXplayer"
trigger1 = AuthorName = "Reploid labo"
ignorehitpause = 1
time = 2

[State 9999, Variables]
type = DisplayToClipboard
trigger1 = 1
text = "Scale X:  %f     Scale Y:  %f     Timer: %d \nSize X:   %f     Size Y:   %f"
params = FVar(0), FVar(1), Var(10), FVar(10), FVar(11)

[State 9999, Destroy]
type = DestroySelf
trigger1 = Anim = 185
trigger1 = AnimElem = 10, >= 0
trigger2 = FVar(20) <= -0.15 || FVar(21) <= -0.15
trigger3 = Root, Anim = 5150
trigger4 = root,stateno = 8020
trigger4 = root,animelem = 1

;---------------------------------------------------------------------------
;�p���[�Q�[�W
[Statedef 8900]
ctrl = 0
anim = 9999

[State 8040]
type = Explod
trigger1 = !NumExplod(8901)
triggerall = teamside = 1
triggerall = root,fvar(30) < 0.250
anim = 8901
id = 8901
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8903)
triggerall = teamside = 1
triggerall = root,fvar(30) >= 0.250
triggerall = root,fvar(30) < 0.500
anim = 8903
id = 8903
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ReMapPal                   = 8900, 2
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8905)
triggerall = teamside = 1
triggerall = root,fvar(30) >= 0.500
triggerall = root,fvar(30) < 0.750
anim = 8905
id = 8905
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ReMapPal                   = 8900, 3
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8907)
triggerall = teamside = 1
triggerall = root,fvar(30) >= 0.750
triggerall = root,fvar(30) < 1
anim = 8907
id = 8907
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ReMapPal                   = 8900, 4
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8909)
triggerall = teamside = 1
triggerall = root,fvar(30) >= 1
anim = 8909
id = 8909
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ReMapPal                   = 8900, 0
pausemovetime = 9999
supermovetime = 9999
SprPriority = 30
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8930)
trigger1 = teamside = 1
trigger1 = root,fvar(30) >= 1
anim = 8930
id = 8930
postype = Left
pos = 0,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 98
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8901)
triggerall = teamside = 2
triggerall = root,fvar(30) < 0.250
anim = 8902
id = 8901
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8903)
triggerall = teamside = 2
triggerall = root,fvar(30) >= 0.250
triggerall = root,fvar(30) < 0.500
anim = 8904
id = 8903
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ignorehitpause = 1
ReMapPal                   = 8900, 2
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8905)
triggerall = teamside = 2
triggerall = root,fvar(30) >= 0.500
triggerall = root,fvar(30) < 0.750
anim = 8906
id = 8905
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ignorehitpause = 1
ReMapPal                   = 8900, 3
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8907)
triggerall = teamside = 2
triggerall = root,fvar(30) >= 0.750
triggerall = root,fvar(30) < 1
anim = 8908
id = 8907
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ignorehitpause = 1
ReMapPal                   = 8900, 4
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8909)
triggerall = teamside = 2
triggerall = root,fvar(30) >= 1
anim = 8910
id = 8909
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ReMapPal                   = 8900, 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 98
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8930)
trigger1 = teamside = 2
trigger1 = root,fvar(30) >= 1
anim = 8931
id = 8930
postype = Right
pos = 0,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 99
OnTop = 1

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8900)
ID = 8900
scale = 1,1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 4

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8930)
ID = 8930
scale = 1,1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 99

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8901)
triggerall = root,fvar(30) < 0.250
ID = 8901
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8903)
triggerall = root,fvar(30) >= 0.250
triggerall = root,fvar(30) < 0.500
ID = 8903
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8905)
triggerall = root,fvar(30) >= 0.500
triggerall = root,fvar(30) < 0.750
ID = 8905
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8907)
triggerall = root,fvar(30) >= 0.750
triggerall = root,fvar(30) < 1
ID = 8907
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8909)
trigger1 = root,fvar(30) >= 1
ID = 8909
scale = 1,1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 98

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8901)
trigger1 = root,fvar(30) >= 0.250
id = 8901

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8903)
trigger1 = root,fvar(30) >= 0.500
trigger2 = root,fvar(30) < 0.250
id = 8903

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8905)
trigger1 = root,fvar(30) >= 0.750
trigger2 = root,fvar(30) < 0.500
id = 8905

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8907)
trigger1 = root,fvar(30) >= 1
trigger2 = root,fvar(30) < 0.750
id = 8907

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8909)
trigger1 = root,fvar(30) < 1
id = 8909

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8930)
trigger1 = root,fvar(30) < 1
id = 8930

[State 8040]
type = Explod
trigger1 = !NumExplod(8900)
trigger1 = teamside = 1
anim = 8900
id = 8900
postype = Left
pos = 0,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 4
OnTop = 1

[State 8040]
type = Explod
trigger1 = !NumExplod(8900)
trigger1 = teamside = 2
anim = 8900
id = 8900
postype = Right
pos = 0,240
ownpal = 1
bindtime = -1
removetime = -1
facing = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 4
OnTop = 1
