[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)
;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 -2, Helper]
type = Helper
triggerall = var(30) = 3
triggerall = Alive
triggerall = Life > 0
triggerall = NumHelper(99999) = 0
trigger1 = RoundState > 0
trigger1 = RoundState < 3
trigger1 = StateNo != 180
trigger1 = StateNo != 190
trigger1 = StateNo != 191
trigger1 = StateNo != 19002
trigger2 = StateNo = 192
trigger2 = Anim = 191
trigger2 = AnimElem = 16
helpertype = normal
name = "Aura Shadow"
pausemovetime = 1000000000
supermovetime = 1000000000
id = 99999
pos = 0,0
postype = p1
stateno = 99999
keyctrl = 0
ownpal = 1

[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
triggerall = var(58) != 1
triggerall = var(58) != 7
triggerall = (anim = 0 || anim = 1)
trigger1 = (var(8) > 14)
value = 200
elem = 2

[state a]
type = changeanim
triggerall = var(58) != 1
triggerall = var(58) != 7
triggerall = (anim = 0 || anim = 1)
trigger1 = var(8) = [9,14]
value = 200
elem = 3

[state a]
type = changeanim
triggerall = var(58) != 1
triggerall = var(58) != 7
triggerall = (anim = 0 || anim = 1)
trigger1 = var(8) = [5,8]
value = 200
elem = 4

[state a]
type = changeanim
triggerall = var(58) != 1
triggerall = var(58) != 7
triggerall = (anim = 0 || anim = 1)
trigger1 = var(8) = [1,4]
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 = null;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


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


[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,502,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



[state a]
type = afterimagetime
trigger1 = 1
time = 0
;---------------------------------------------------------------------------
;Hit Defensa
[Statedef 2]
type = S
physics = S
anim = 550
sprpriority = 20

[State 1 TURN]
type = turn
trigger1 = p2dist x < 0

[State 2000, 2]              ; Sonido para Animacion
type = PlaySnd
trigger1 = time = 0           ; cuando se golpea
value = S200,3
channel = 5
ignorehitpause = 1

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

[State 2, fin]
type = destroyself
trigger1 = time = 10

;---------------------------------------------------------------------------
; 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
triggerall = var(58) != 1
triggerall = var(58) != 7
trigger1 = var(8) > 0
trigger1 = anim = 10
value = 210

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



[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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]
type = changeanim
triggerall = var(8) > 0
trigger1 = numhelper(61500)
trigger2 = numhelper(33500)
value = 215

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

[state a]
type = changeanim
trigger1 = var(11) = 0 && var(8) > 0
triggerall = anim = 11 || anim = 215 || anim = 216
triggerall = var(58) = 6
value = 211

[state a]
type = changeanim
trigger1 = var(11) = 0 && var(8) > 0
triggerall = anim = 11 || anim = 215 || anim = 216
value = 211

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

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


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


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



[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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
triggerall = var(27) = 0
trigger1 = animelem = 8
trigger2 = animelem = 15
value = 30,0

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = animelem = 8
trigger2 = animelem = 15
value = 30,10

[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)=3)*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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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)=3)*0.25))

[State 50, 1]
type = velset
trigger1 = prevstateno != 100
trigger1 = command = "holdfwd"
x = 2.5*(1+((var(30)=3)*0.25))

[State 50, 1]
type = velset
trigger1 = prevstateno != 100
trigger1 = command = "holdback"
x = -2.5*(1+((var(30)=3)*0.25))

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

[State 50, 1]
type = velset
trigger1 = var(3) = 1
trigger1 = command = "holdback"
x = -4.5*(1+((var(30)=3)*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
triggerall = var(27) = 0
trigger1 = time = 0
value = 40,0

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = time = 0
value = 40,10

[State 5120, 4]
type = PlaySnd
trigger1 = time = 0
value = 20,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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1




;---------------------------------------------------------------------------
[Statedef 51]
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 = prevstateno != 100
trigger1 = command = "holdfwd"
x = 2.5*(1+((var(30)=3)*0.25))

[State 50, 1]
type = velset
trigger1 = prevstateno != 100
trigger1 = command = "holdback"
x = -2.5*(1+((var(30)=3)*0.25))

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

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


[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 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 50, 2]
type = ChangeAnim
trigger1 = Time = 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 = 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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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
triggerall = var(27) = 0
trigger1 = time = 0
value = 47,0

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = time = 0
value = 47,10

[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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



;---------------------------------------------------------------------------
; 氷狼牙
[Statedef 55]
type    = A
movetype= i
physics = N
ctrl = 0
anim = 41

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 8
value = 0

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


[State 0, VelSet]
type = VelSet
trigger1 = !time
y = -7
x = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 1
trigger1 = roundstate > 2
value = 51
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 80
value = 51
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos y <=  -165
value = 700
ctrl = 1


;---------------------------------------------------------------------------
; 前転
[Statedef 80]
type    = S
physics = N
movetype = A
anim = 80
sprpriority = 1
ctrl = 0

[state a]
type = varset
trigger1 = time = 0
fv = 31
value = 24

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 1
value = 40,0
channel = 2


;---------------------[速度]
[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 4.4

[State 100, 1]
type = Velmul
trigger1 = time >= 6
x = 0.96
;---------------------[エフェクト]

;---------------------[]
[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 = 0
ctrl = 1

;---------------------------------------------------------------------------
; ホバリング終了
[Statedef 65]
type    = A
physics = A
anim = 65
ctrl = 1
;velset = 0,0

;---------------------[エフェクチE
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

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


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

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

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

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

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

;---------------------[バスターアニメーション]
[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
triggerall = anim = 65
value = 265
elem = var(10)

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

;---------------------[バスター発射]



[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



;--------------------------------------------------------------------------
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
ctrl = 0

[State -2, a]
type = palfx
trigger1 = var(30)=3
time = 1
add = 25,0,255
mul = 180,120,220
color = 0

[state a]
type = varset
trigger1 = var(30)=3
fv = 31
value = 1

[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
triggerall = var(27) = 0
trigger1 = animelem = 5
value = 100,0
channel = 2

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = animelem = 5
value = 100,10
channel = 2


[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 5.4*(1+((var(30)=3)*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) = 3,28,35)
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];プラズマチャージショチE��
type = Helper
triggerall = fvar(33) > 0
triggerall = time%6 = 0
trigger1 = time >= 7
id = 21500
name = "Plasma Charge Shot"
sprpriority = 5
pos = -3,-15
postype = p1
stateno = 21500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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
triggerall = var(27) = 0
trigger1 = animelem = 3
value = 100,1
channel = 2

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = animelem = 3
value = 30,10
channel = 2

[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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1





;--------------------------------------------------------------------------
[Statedef 105]
type    = S
physics = N
movetype = A
anim = 105
sprpriority = 1
ctrl = 0


[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
triggerall = var(30)=3
attr = A, HA
animtype  = hard
damage    = 64*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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

[State a]
type = Explod
trigger1 = var(30)=3
trigger1 = time = 3
anim = 109
id = 100
sprpriority = 2
postype = p1
pos = 35,3
vel = 0,0
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1

[State a]
type = Explod
trigger1 = time = [3,11]
trigger1 = time%2=0
anim = 108
id = 100
sprpriority = 2
postype = p1
pos = 0,0
vel = 0,-3.6
bindtime = 0
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 3
value = 105,0
channel = 2

[State 100, 1]
type = VelSet
trigger1 = animelem = 2
x = 8.1*(1+((var(30)=3)*0.25))

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

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

[State 100, 4]
type = ChangeState
trigger1 = time = 28
value = 106


;---------------------------------------------------------------------------
[Statedef 106]
type    = S
physics = N
movetype = A
anim = 106
sprpriority = 1
ctrl = 0
velset = 0,0



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


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

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


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

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 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 -2, a]
type = palfx
trigger1 = var(30)=3
time = 1
add = 25,0,255
mul = 180,120,220
color = 0

[state a]
type = varset
trigger1 = var(30)=3
fv = 31
value = 1

[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]
type = varadd
trigger1 = time = 0
v = 20
value = 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
triggerall = var(27) = 0
trigger1 = animelem = 3
value = 100,0
channel = 2

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = animelem = 3
value = 100,10
channel = 2


[State 100, 1]
type = VelSet
trigger1 = animelem = 3
x = 5.4*(1+((var(30)=3)*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 a];プラズマチャージショチE��
type = Helper
triggerall = fvar(33) > 0
triggerall = time%6 = 0
trigger1 = time >= 6
id = 21500
name = "Plasma Charge Shot"
sprpriority = 5
pos = -3,-15
postype = p1
stateno = 21500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[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) = 3,20,25)
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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[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 = 400

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

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdfwd"
x = 2.5*(1+((var(30)=3)*0.25))

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 0
trigger1 = command = "holdback"
x = -2.5*(1+((var(30)=3)*0.25))

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 1
trigger1 = command = "holdfwd"
x = 4.5*(1+((var(30)=3)*0.25))

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = var(3) = 1
trigger1 = command = "holdback"
x = -4.5*(1+((var(30)=3)*0.25))

[State 50, 1]
type = velset
trigger1 = var(59) = 0
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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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 = 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 300]
type = null;screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) = 0
trigger1 = time = 0
value = 300,0
channel = 2

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = time = 0
value = 30,10
channel = 2

[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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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)=3)*0.25))

[State 50, 1]
type = velset
trigger1 = command = "holdback"
x = -2.5*(1+((var(30)=3)*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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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)=3)*0.25))
y = -6*(1+((var(30)=3)*0.25))

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

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

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

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

[State 50, 1]
type = velset
trigger1 = time >= 10
trigger1 = var(3) = 1
trigger1 = command = "holdback"
x = -4.5*(1+((var(30)=3)*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
triggerall = var(27) = 0
trigger1 = time = 1
value = 300,1
channel = 2

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = time = 1
value = 300,1
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 301,0

[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];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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 = Explod
trigger1 = anim = 181
trigger1 = animelem = 7
anim = 182
id = 182
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
remappal = 182,ifelse(var(30)=3,1,0)

[State a]
type = Explod
trigger1 = anim = 181
trigger1 = animelem = 10
anim = 183
id = 183
sprpriority = 7
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
remappal = 182,ifelse(var(30)=3,1,0)

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = anim = 181
trigger1 = animelemtime(8) >= 0
source = 182,0
dest = 182,ifelse(var(30)=3,1,0)

[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 = 14
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
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 = time = ifelse(var(24)=1,270,300)
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 = 183,0+(var(24)=1)

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 181
trigger1 = animelem = 5
value = 181,0
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 181
trigger1 = animelem = 10
value = 181,2
channel = 2

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

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Roundnotskip

[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= enemy,name = "Vile MMHX"
trigger172 = enemy,name = "colonel_X4"
trigger173 = enemy,name = "iris_X4"
trigger174 = enemy,name = "Infinity Sigma"
trigger175 = enemy,name = "Omega Zero" && enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger176 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" && enemy,authorname = "ArcadeDemo"
trigger177 = enemy,name = "Magma Dragoon" && enemy,authorname = "ArcadeDemo"
trigger178 = enemy,name = "Ground Scaravich" && enemy,authorname = "ArcadeDemo"
trigger179 = enemy,name = "MetalSharkPlayer" && enemy,authorname = "ArcadeDemo"
trigger180 = enemy,name = "CrescentGrizzly" && enemy,authorname = "ArcadeDemo"
trigger181 = enemy,name = "mattrex" && enemy,authorname = "ArcadeDemo"
trigger182 = enemy,name = "skiver" && enemy,authorname = "MugenDemo"
trigger183 = enemy,name = "Dynamo" && enemy,authorname = "D.Mugen & V.X"
trigger184 = enemy,name = "spike rosered"
trigger185 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019" && enemy,authorname = "ArcadeDemo"
trigger186 = enemy,name = "HIGHMAX" && enemy,authorname = "taihei//RedLine"
trigger187 = enemy,name = "X4 Slash Beast" && enemy,authorname = "ArcadeDemo"
trigger188 = enemy,name = "Split Mushroom" && enemy,authorname = "ArcadeDemo"
trigger189 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update" && enemy,authorname = "ArcadeDemo"
trigger190 = enemy,name = "Web Spider" && enemy,authorname = "ArcadeDemo"
trigger191 = enemy,name = "Magma Dragoon" && enemy,authorname = "Shircan"
trigger192 = enemy,name = "Fireman URM Shircan" && enemy,authorname = "Shircan"
trigger193 = enemy,name = "Iceman URM Prototype" && enemy,authorname = "Shircan"
trigger194 = enemy,name = "X5 Shadow Devil" && enemy,authorname = "ArcadeDemo"
trigger195 = enemy,name = "Vile MMHX"
trigger196 = enemy,name = "Commander Yammark Extreme Mode" && enemy,authorname = "Shircan"
trigger197 = enemy,name = "Magma Dragoon"
trigger198 = enemy,name = "MEGA MAN/ROCK MAN X6 GATE"
trigger199 = enemy,name = "Double" && enemy,authorname = "D.Mugen"
trigger200 = enemy,name = "PSsigmaX1" && enemy,authorname = "Exclamation_Question"
trigger201 = enemy,name = "Awakened Zero" && enemy,authorname = "Tomislav Lukic"
trigger202 = enemy,name = "Zero Awakening" && enemy,authorname = "D.Mugen"
trigger203 = enemy,name = "Zero (Normal) Boss" && enemy,authorname = "D.Mugen"
trigger204 = enemy,name = "Zero Nightmare" && enemy,authorname = "zen"
trigger205 = enemy,name = "VAVA MK2" && enemy,authorname = "Reploids Labo"
trigger206 = enemy,name = "Vajurila_FF" && enemy,authorname = "Dr.Doppler"
trigger207 = enemy,name = "Mac" && enemy,authorname = "Dr.Doppler"
trigger208 = enemy,name = "Zero_X2" && enemy,var(59) > 0
trigger209 = enemy,name = "UltimateArmorSFC" && enemy,var(59) > 0
trigger210 = enemy,name = "TrueUltimateArmor" && enemy,var(59) > 0
trigger211 = enemy,name = "Command Mission X" && enemy,var(59) > 0
trigger212 = enemy,name = "Maverick Hunter Zero" && enemy,var(59) > 0
trigger213 = enemy,name = "Vile MK2 (SNES)"
trigger214 = enemy,name = "GRAVITY ANTONIUM"
trigger215 = enemy,name = "Vile MK5 + Ride Amor (MX8 Demake)"
trigger216 = enemy,name = "Vile MK2 (SNES)"
trigger217 = enemy,name = "Magma Dragoon (SNES Boss)"
trigger218 = enemy,name = "Ereg-1000"
trigger219 = enemy,name = "Copy Sigma"
trigger220 = enemy,name = "Acid Seahorse"
trigger221 = enemy,name = "Burnin' Noumander"
trigger222 = enemy,name = "Icy Penguigo"
trigger223 = enemy,name = "Sting Chameleao"
trigger224 = enemy,name = "Metamol Mothmeanos"
trigger225 = enemy,name = "Spark Mandriller"
value = 10196

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

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

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = A
ctrl = 0
anim = 190

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Roundnotskip

[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= enemy,name = "Vile MMHX"
trigger172 = enemy,name = "colonel_X4"
trigger173 = enemy,name = "iris_X4"
trigger174 = enemy,name = "Infinity Sigma"
trigger175 = enemy,name = "Omega Zero" && enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger176 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" && enemy,authorname = "ArcadeDemo"
trigger177 = enemy,name = "Magma Dragoon" && enemy,authorname = "ArcadeDemo"
trigger178 = enemy,name = "Ground Scaravich" && enemy,authorname = "ArcadeDemo"
trigger179 = enemy,name = "MetalSharkPlayer" && enemy,authorname = "ArcadeDemo"
trigger180 = enemy,name = "CrescentGrizzly" && enemy,authorname = "ArcadeDemo"
trigger181 = enemy,name = "mattrex" && enemy,authorname = "ArcadeDemo"
trigger182 = enemy,name = "skiver" && enemy,authorname = "MugenDemo"
trigger183 = enemy,name = "Dynamo" && enemy,authorname = "D.Mugen & V.X"
trigger184 = enemy,name = "spike rosered"
trigger185 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019" && enemy,authorname = "ArcadeDemo"
trigger186 = enemy,name = "HIGHMAX" && enemy,authorname = "taihei//RedLine"
trigger187 = enemy,name = "X4 Slash Beast" && enemy,authorname = "ArcadeDemo"
trigger188 = enemy,name = "Split Mushroom" && enemy,authorname = "ArcadeDemo"
trigger189 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update" && enemy,authorname = "ArcadeDemo"
trigger190 = enemy,name = "Web Spider" && enemy,authorname = "ArcadeDemo"
trigger191 = enemy,name = "Magma Dragoon" && enemy,authorname = "Shircan"
trigger192 = enemy,name = "Fireman URM Shircan" && enemy,authorname = "Shircan"
trigger193 = enemy,name = "Iceman URM Prototype" && enemy,authorname = "Shircan"
trigger194 = enemy,name = "X5 Shadow Devil" && enemy,authorname = "ArcadeDemo"
trigger195 = enemy,name = "Vile MMHX"
trigger196 = enemy,name = "Commander Yammark Extreme Mode" && enemy,authorname = "Shircan"
trigger197 = enemy,name = "Magma Dragoon"
trigger198 = enemy,name = "MEGA MAN/ROCK MAN X6 GATE"
trigger199 = enemy,name = "Double" && enemy,authorname = "D.Mugen"
trigger200 = enemy,name = "PSsigmaX1" && enemy,authorname = "Exclamation_Question"
trigger201 = enemy,name = "Awakened Zero" && enemy,authorname = "Tomislav Lukic"
trigger202 = enemy,name = "Zero Awakening" && enemy,authorname = "D.Mugen"
trigger203 = enemy,name = "Zero (Normal) Boss" && enemy,authorname = "D.Mugen"
trigger204 = enemy,name = "Zero Nightmare" && enemy,authorname = "zen"
trigger205 = enemy,name = "VAVA MK2" && enemy,authorname = "Reploids Labo"
trigger206 = enemy,name = "Vajurila_FF" && enemy,authorname = "Dr.Doppler"
trigger207 = enemy,name = "Mac" && enemy,authorname = "Dr.Doppler"
trigger208 = enemy,name = "Zero_X2" && enemy,var(59) > 0
trigger209 = enemy,name = "UltimateArmorSFC" && enemy,var(59) > 0
trigger210 = enemy,name = "TrueUltimateArmor" && enemy,var(59) > 0
trigger211 = enemy,name = "Command Mission X" && enemy,var(59) > 0
trigger212 = enemy,name = "Maverick Hunter Zero" && enemy,var(59) > 0
trigger213 = enemy,name = "Vile MK2 (SNES)"
trigger214 = enemy,name = "GRAVITY ANTONIUM"
trigger215 = enemy,name = "Vile MK5 + Ride Amor (MX8 Demake)"
trigger216 = enemy,name = "Vile MK2 (SNES)"
trigger217 = enemy,name = "Magma Dragoon (SNES Boss)"
trigger218 = enemy,name = "Ereg-1000"
trigger219 = enemy,name = "Copy Sigma"
trigger220 = enemy,name = "Acid Seahorse"
trigger221 = enemy,name = "Burnin' Noumander"
trigger222 = enemy,name = "Icy Penguigo"
trigger223 = enemy,name = "Sting Chameleao"
trigger224 = enemy,name = "Metamol Mothmeanos"
trigger225 = enemy,name = "Spark Mandriller"
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 = 999999
keyctrl = 0 
ownpal = 1

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = anim = 190
trigger1 = animelemtime(1) >= 0
trigger2 = anim = 191
trigger2 = animelemtime(1) >= 0
trigger2 = animelemtime(15) < 0
source = 182,0
dest = 182,ifelse(var(30)=3,1,0)

[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 190, 0]
type = VarSet
trigger1 = 1
var(14) = 0

[State 190, 0]
type = VarSet
trigger1 = 1
var(21) = 0

[State 190, 0]
type = VarSet
trigger1 = 1
var(22) = 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 191, Snd 1]
type = PlaySnd
triggerall = var(27) = 0
trigger1 = time = 122
value = 190,1

[State 191, Snd 1]
type = PlaySnd
triggerall = var(27) > 0
trigger1 = time = 122
value = 190,21

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

[State a]
type = Explod
trigger1 = anim = 191
trigger1 = animelem = 11
anim = 196
id = 188
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[State a]
type = Explod
trigger1 = anim = 192
trigger1 = animelem = 4
anim = 188
id = 188
sprpriority = 2
postype = p1
pos = 0,-44
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[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]
type = varset
trigger1 = 1
v = 14
value = 0

[state a]
type = varset
trigger1 = 1
v = 21
value = 0

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

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

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

[State -2, Helper]
type = Helper
triggerall = var(30) = 3
triggerall = Alive
triggerall = Life > 0
triggerall = NumHelper(99999) = 0
trigger1 = Anim = 191
trigger1 = AnimElem = 16
helpertype = normal
name = "Aura Shadow"
pausemovetime = 1000000000
supermovetime = 1000000000
id = 99999
pos = 0,0
postype = p1
stateno = 99999
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


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

[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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 = 0
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 0
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 = 0
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 = 0
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
flag2 = Roundnotskip

;---------------------[�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 = 999999
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 = 0
velset = 0,0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Roundnotskip

[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 = 999999
keyctrl = 0 
ownpal = 1

[State 191, 3]
type = ChangeState
trigger1 = anim = 0 && time >= 60
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 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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 = 999999
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 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 = 999999
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 = 999999
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 = 999999
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 = 999999
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
trigger1 = time = 0
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

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

;---------------------------------------------------------------------------
[Statedef 204]
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
trigger1 = time = 0
id = 500
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 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];�U��
type = Helper
trigger1 = time = 0
id = 501
name = "X Buster"
sprpriority = 5
pos = 39,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
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];攻撁E
type = Helper
trigger1 = time = 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,502,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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 = 502
stateno = 502
pos = 22,-21
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = 1
size.yscale = 1


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 205]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/8),0)

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

[state a];攻撁E
type = Helper
trigger1 = time = 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,502,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

;---------------------------------------------------------------------------
[Statedef 206]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/8),0)

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

[state a];攻撁E
type = Helper
trigger1 = time = 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,502,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

;---------------------------------------------------------------------------
; ヤンマーオプション
[Statedef 210]
ctrl = 0
anim = 400
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,1

;---------------------[攻撃]


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; マグマブレード壁以外
[Statedef 211]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/48),0)

[State 211]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 602

[State 211]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 610

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,3


;---------------------[攻撃]




[state a];攻撁E
type = Helper
trigger1 = time = 0
id = 30510
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(anim=610,30511,30510)
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1


;===========================================================================
;壁マグマ
;---------------------------------------------------------------------------
[Statedef 212]
type    = A
physics = N
movetype = A
anim = 652
ctrl = 0
velset = 0,0
poweradd = ifelse(var(30)<3,-(powermax/48),0)

[state a];攻撁E
type = Helper
trigger1 = time = 0
id = 30510
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 30512
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 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 = ctrl = 1
trigger1 = command != "holdback"
trigger2 = pos y >= 0
trigger3 = ctrl = 1
trigger3 = command = "a"
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 = ctrl = 1
trigger1 = 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 = 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 = varset
trigger1 = time < 27
v = 8
value = 0

[state a]
type = varset
trigger1 = time < 27
v = 14
value = 0

[state a]
type = ctrlset
trigger1 = time >= 27
value = 1


[State 50, 1]
type = velset
trigger1 = time >= 26
y = 1.5

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

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

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


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

[state a]
type = varset
trigger1 = 1
v = 10
value = 6

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 652
value = 622
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 622
value = 652
elem = var(10)




[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



[state a]
type = changestate
trigger1 = command = "a"
trigger1 = time >= 27
value = 310

[state a]
type = changestate
trigger1 = command != "holdback"
trigger1 = time >= 27
value = 301

[state a]
type = changestate
trigger1 = pos y >= 0
value = 52
;---------------------------------------------------------------------------
; グランドダッシュ
[Statedef 213]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/24),0)

[State 211]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 402

[State 211]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 403

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,1

;---------------------[攻撃]


[state a];攻撁E
type = Helper
trigger1 = time = 1
id = 50500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 50500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1
;---------------------------------------------------------------------------
; ヤンマーオプション
[Statedef 220]
ctrl = 0
anim = 400
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,1

;---------------------[攻撃]


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1


;---------------------------------------------------------------------------
; チャージアイス
[Statedef 221]
ctrl = 0
anim = 401
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/12),0)

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 620,1

;---------------------[攻撃]
[state a]
type = varset
trigger1 = animelem = 3
fv = 33
value = ifelse(var(30)>=3,480,240)

;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; チャージマグマ
[Statedef 222]
ctrl = 0
anim = 401
velset = 0,0
movetype = A
physics = S
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/24),0)

[State 1630]
type = afterimagetime
trigger1 = time = 0
time = 0

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

;---------------------[攻撃]

[State 211];攻撁E
type = Helper
trigger1 = time = 17
id = 31500
name = "Gennmu Zero"
sprpriority = 5
pos = -160,0
postype = p1
stateno = 31500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = time = 17
id = 31501
name = "Gennmu Zero"
sprpriority = 5
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
postype = p1
stateno = 31501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; チャージアンカー
[Statedef 223]
ctrl = 0
velset = 0,0
movetype = I
physics = N
anim = 401
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/12),0)


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 303,0

;---------------------[攻撃]



[State 211];攻撁E
type = Helper
trigger1 = animelem = 3
id = 41500
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 41500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; チャージサイクロン
[Statedef 224]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/12),0)


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350


[State 211]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
Trigger1 = prevstateno = 11
value = 406

[State 211]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
Trigger1 = prevstateno != 11
value = 404

[State 211]
type = changeanim
Triggerall = pos y < 0
triggerall = time = 0
trigger1 = prevstateno=300
trigger2 = prevstateno=620
trigger3 = prevstateno=670
trigger4 = prevstateno=690
trigger5 = prevstateno=212
value = 407

[State 211]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
trigger1 = prevstateno!=300
trigger1 = prevstateno!=620
trigger1 = prevstateno!=670
trigger1 = prevstateno!=690
trigger1 = prevstateno!=212
value = 405


[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
Trigger1 = prevstateno != 11
StateType = S
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
Trigger1 = prevstateno = 11
StateType = C

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

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
;---------------------[攻撃]



[state a]
type = pause
trigger1 = time < 26
movetime = 25
time = 25

[State 211];攻撁E
type = Helper
trigger1 = time = 1
id = 51500
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 51500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype = S
trigger1 = Time = 75
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = C
trigger1 = Time = 75
value = 11
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = Time = 75
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; チャージサイクロン
[Statedef 225]
ctrl = 0
velset = 0,0
movetype = I
physics = N
anim = 401
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/16),0)


[State a]
type = Explod
trigger1 = time = 25
anim = 71500
id = 71500
sprpriority = 8
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = 1
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 303,0

[State 1550]
type = PlaySnd
trigger1 = time = 25
value = 625,1

;---------------------[攻撃]

[State 211];攻撁E
type = Helper
trigger1 = !numhelper(71501)
trigger1 = time = 25
id = 71501
name = "Gennmu Zero"
sprpriority = 5
pos = screenpos X,screenpos Y
postype = Left
stateno = 71501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = !numhelper(71502)
trigger1 = time = 25
id = 71502
name = "Gennmu Zero"
sprpriority = 5
pos = screenpos X,screenpos Y
postype = Left
stateno = 71502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = !numhelper(71503)
trigger1 = time = 25
id = 71503
name = "Gennmu Zero"
sprpriority = 5
pos = screenpos X,screenpos Y
postype = Left
stateno = 71503
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = !numhelper(71504)
trigger1 = time = 25
id = 71504
name = "Gennmu Zero"
sprpriority = 5
pos = screenpos X,screenpos Y
postype = Left
stateno = 71504
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1




;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; チャージサイクロン
[Statedef 226]
ctrl = 0
velset = 0,0
movetype = I
physics = N
anim = 401
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/12),0)


[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 303,0

[State 1550]
type = PlaySnd
trigger1 = time = 25
value = 625,0

;---------------------[攻撃]

[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 81500
name = "Gennmu Zero"
sprpriority = 5
pos = -70,0
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 81500
name = "Gennmu Zero"
sprpriority = 5
pos = -35,0
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 81500
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 81500
name = "Gennmu Zero"
sprpriority = 5
pos = 35,0
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 81500
name = "Gennmu Zero"
sprpriority = 5
pos = 70,0
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = AnimTime = 0
value = 111
ctrl = 1


;===========================================================================
;セイバー地上１
;---------------------------------------------------------------------------
[Statedef 600]
type = S
ctrl = 0
anim = 600
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 700,0

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7000
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7000
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
triggerall = time >= 7
trigger1 = command = "y"
value = 601

[State 195, 2]
type = ChangeState
triggerall = time >= 7
trigger1 = command = "holddown"
value = 10
ctrl = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===========================================================================
;セイバー地上２
;---------------------------------------------------------------------------
[Statedef 601]
type = S
ctrl = 0
anim = 601
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

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

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7001
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7001
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
triggerall = time >= 6
trigger1 = command = "y"
value = 602

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===========================================================================
;セイバー地上３
;---------------------------------------------------------------------------
[Statedef 602]
type = S
ctrl = 0
anim = 602
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0


[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 700,2

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7002
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7002
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(30)=3
trigger1 = animelem = 5
id = 7052
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7052
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

;===========================================================================
;セイバー地上特殊三段
;---------------------------------------------------------------------------
[Statedef 603]
type = S
ctrl = 0
anim = 603
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0


[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 700,3

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7003
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7003
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

;===========================================================================
;セイバーしゃがみ
;---------------------------------------------------------------------------
[Statedef 605]
type = C
ctrl = 0
anim = 605
velset = 0,0
movetype = A
physics = N
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0


[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 700,0

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7005
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7005
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;===========================================================================
;セイバー空中
;---------------------------------------------------------------------------
[Statedef 610]
type = A
ctrl = 0
anim = 610
movetype = A
physics = A
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 700,1

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

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

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

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


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

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

[State 460]
type = removeExplod
trigger1 = time = 0
id = 100

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7010
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7010
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 65
ctrl = 1
;===========================================================================
;セイバー空中回転（Z3でいう上レバー入れ）
;---------------------------------------------------------------------------
[Statedef 613]
type = A
ctrl = 0
anim = 613
movetype = A
physics = A
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 2
value = 700,3

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

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

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

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


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

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

[State 460]
type = removeExplod
trigger1 = time = 0
id = 100

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7013
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7013
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 65
ctrl = 1
;===========================================================================
;セイバー下突きｽﾞﾄﾞﾝ!１
;---------------------------------------------------------------------------
[Statedef 615]
type = A
ctrl = 0
anim = 615
velset = 0,0
movetype = A
physics = N
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[State a]
type = PlaySnd
trigger1 = time = 1
value = 700,7

[State 50, 1]
type = velset
trigger1 = animelem <= 2
y = 0

[State 50, 1]
type = velset
trigger1 = animelem = 3
y = 7.5

[State 50, 1]
type = velset
trigger1 = Pos Y >= 0
y = 0

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7015
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7015
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 616
ctrl = 0

;===========================================================================
;セイバー下突きｽﾞﾄﾞﾝ!２
;---------------------------------------------------------------------------
[Statedef 616]
type = S
ctrl = 0
anim = 616
velset = 0,0
movetype = A
physics = N
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

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

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

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

[state a]
type = posset
trigger1 = 1
y = 0

[State 195, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 620]
type    = A
physics = N
movetype = A
anim = 620
ctrl = 0
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 = PlaySnd
trigger1 = animelem = 2
value = 700,1

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7020
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[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 = varset
trigger1 = time < 27
v = 8
value = 0

[state a]
type = varset
trigger1 = time < 27
v = 14
value = 0

[state a]
type = ctrlset
trigger1 = time >= 27
value = 1


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

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

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


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

[state a]
type = varset
trigger1 = 1
v = 10
value = 6

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 620
value = 622
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 622
value = 620
elem = var(10)




[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
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 >= 27
value = 301

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

;===========================================================================
;セイバーダッシュ
;---------------------------------------------------------------------------
[Statedef 630]
type = S
ctrl = 0
anim = 630
movetype = A
physics = N
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0


[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 700,4

[State 100, 1]
type = Velmul
trigger1 = 1
x = 0.75

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

[State 100, 1]
type = Velset
trigger1 = animelem = 3
x = 12

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7030
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7030
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
triggerall = time >= 8
trigger1 = command = "holdup"
trigger1 = command = "y"
value = 660

[State 195, 2]
type = ChangeState
triggerall = time >= 8
trigger1 = command = "y"
value = 600

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

;===========================================================================
;チャージセイバー地上強
;---------------------------------------------------------------------------
[Statedef 650]
type = S
ctrl = 0
anim = 650
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 700,6

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7050
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(30)<3
trigger1 = animelem = 5
id = 7052
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7052
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

;===========================================================================
;チャージセイバー空中強
;---------------------------------------------------------------------------
[Statedef 651]
type = A
ctrl = 0
anim = 651
movetype = A
physics = N
ctrl = 0
sprpriority = 1

[State ,Gravity]
Type                       = Gravity
Trigger1                   = 1

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 700,6

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[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
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 610]
type = turn
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"

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

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

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

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


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

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

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7050
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(30)<3
trigger1 = animelem = 5
id = 7052
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7052
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 65
ctrl = 1

[State 195, 2]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 652

;===========================================================================
;チャージセイバー着地強
;---------------------------------------------------------------------------
[Statedef 652]
type = S
ctrl = 0
anim = 650
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 650
elem = var(10)

[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
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 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
trigger1 = animelem = 1
trigger1 = !NumHelper(7050)
id = 7050
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(30)<3
trigger1 = animelem = 5
trigger1 = !NumHelper(7052)
id = 7052
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7052
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===========================================================================
;チャージセイバー壁強
;---------------------------------------------------------------------------
[Statedef 670]
type    = A
physics = N
movetype = A
anim = 652
ctrl = 0
velset = 0,0


[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 700,6

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7070
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7070
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = var(30)<3
trigger1 = animelem = 3
id = 7052
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7052
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 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 = 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 = varset
trigger1 = time < 27
v = 8
value = 0

[state a]
type = varset
trigger1 = time < 27
v = 14
value = 0

[state a]
type = ctrlset
trigger1 = time >= 27
value = 1


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

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

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


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

[state a]
type = varset
trigger1 = 1
v = 10
value = 6

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 652
value = 622
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 622
value = 652
elem = var(10)




[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



[state a]
type = changestate
trigger1 = command = "a"
trigger1 = time >= 27
value = 310

[state a]
type = changestate
trigger1 = command != "holdback"
trigger1 = time >= 27
value = 301

[state a]
type = changestate
trigger1 = pos y >= 0
value = 52
;===========================================================================
;チャージセイバー地上弱
;---------------------------------------------------------------------------
[Statedef 680]
type = S
ctrl = 0
anim = 650
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 700,5

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7002
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7002
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 2
id = 7055
name = "Plasma Charge Shot"
sprpriority = 5
pos = 44,-24
postype = p1
stateno = 7055
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

;===========================================================================
;チャージセイバー空中弱
;---------------------------------------------------------------------------
[Statedef 681]
type = A
ctrl = 0
anim = 610
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 700,5

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7010
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7010
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 1
id = 7055
name = "Plasma Charge Shot"
sprpriority = 5
pos = 39,-13
postype = p1
stateno = 7055
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 65
ctrl = 1
;===========================================================================
;チャージセイバー壁弱
;---------------------------------------------------------------------------
[Statedef 690]
type    = A
physics = N
movetype = A
anim = 652
ctrl = 0
velset = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 700,5

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7020
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショット
type = Helper
trigger1 = animelem = 1
id = 7055
name = "Plasma Charge Shot"
sprpriority = 5
pos = 45,-22
postype = p1
stateno = 7055
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 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 = 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 = varset
trigger1 = time < 27
v = 8
value = 0

[state a]
type = varset
trigger1 = time < 27
v = 14
value = 0

[state a]
type = ctrlset
trigger1 = time >= 27
value = 1



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

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

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


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

[state a]
type = varset
trigger1 = 1
v = 10
value = 6

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger1 = anim = 652
value = 622
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 622
value = 652
elem = var(10)




[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



[state a]
type = changestate
trigger1 = command = "a"
trigger1 = time >= 27
value = 310

[state a]
type = changestate
trigger1 = command != "holdback"
trigger1 = time >= 27
value = 301

[state a]
type = changestate
trigger1 = pos y >= 0
value = 52
;===========================================================================
;ﾃﾞｨｬｰ!枠
;---------------------------------------------------------------------------
[Statedef 660]
type = A
ctrl = 0
anim = 660
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = varset
trigger1 = 1
v = 14
value = 0

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

[state a]
type = statetypeset
trigger1 = animelem = 5
statetype = A

[state a]
type = velset
trigger1 = animelem = 5
x = 8
y = -12.5

[State a]
type = VelAdd
trigger1 = Vel X > 0
x = -0.08

[State 100, 1]
type = Velmul
trigger1 = Vel Y <= 0
trigger1 = time >= 13
y = 0.8

[state a]
type = velset
trigger1 = time >= 21
y = 0

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 7060
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 7060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 661
ctrl = 1

;---------------------------------------------------------------------------
; ホバリング終了
[Statedef 661]
type    = A
physics = A
anim = 661
ctrl = 1
velset = 0,0

;---------------------[エフェクチE
[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 105

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


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

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

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

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

[State 50, 1]
type = velset
trigger1 = var(59) = 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

;---------------------[バスターアニメーション]
[state a]
type = varset
trigger1 = 1
v = 10
value = 1

[state a]
type = changeanim
trigger1 = var(8) > 0
triggerall = anim = 661
value = 662
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = anim = 662
value = 661
elem = var(10)

;---------------------[バスター発射]



[state a];攻撁E
type = Helper
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 500+(var(58)*10000)+ifelse(var(58)=0,0,(var(31)*2000))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "Charge Shot"
sprpriority = 5
pos = 12,-18
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = var(11) = 2
trigger1 = var(8) = 19
trigger1 = var(58) > 0
id = ifelse(var(58)=0,500,1500+((var(58)*10000)+(var(31)*2000)))
name = "Plasma Charge Shot"
sprpriority = 5
pos = 19, -17
postype = p1
stateno = ifelse(var(58)=0,503,1500+((var(58)*10000)+(var(31)*2000)))
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------------------------------------------------------------
; 天井張り付き
[Statedef 700]
type    = A
movetype= i
physics = N
ctrl = 0
anim = 700


[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
trigger1 = animelem = 1
value = 300,0
channel = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 1
trigger1 = roundstate > 2
value = 51
ctrl = 1

[State 0, ChangeState]
type = Changeanim
triggerall = time = 0
trigger1 = prevstateno = 701
trigger2 = prevstateno = 702
trigger3 = prevstateno = 703
value = 700
elem = 4

[State 100, 0]
type = Posset
trigger1 = 1
y=pos y-screenpos y
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State a]
type = turn
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 10
trigger1 = command = "b" || command = "FF"
value = 704
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 10
trigger1 = command = "a" || command = "holddown"
value = 51
ctrl = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

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

;---------------------------------------------------------------------------
[Statedef 701]
type = A
ctrl = 0
anim = 701
velset = 0,0
movetype = A
physics = N
ctrl = 0
sprpriority = 1

[State 100, 0]
type = Posset
trigger1 = 1
y=pos y-screenpos y
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state a];�U��
type = Helper
trigger1 = time = 0
id = 710
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 710
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 700

;---------------------------------------------------------------------------
[Statedef 702]
type = A
ctrl = 0
anim = 701
velset = 0,0
movetype = A
physics = N
ctrl = 0
sprpriority = 1

[State 100, 0]
type = Posset
trigger1 = 1
y=pos y-screenpos y
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state a];�U��
type = Helper
trigger1 = time = 0
id = 711
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 711
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 700

;---------------------------------------------------------------------------
[Statedef 703]
type = A
ctrl = 0
anim = 701
velset = 0,0
movetype = A
physics = N
ctrl = 0
sprpriority = 1

[State 100, 0]
type = Posset
trigger1 = 1
y=pos y-screenpos y
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state a];�U��
type = Helper
trigger1 = time = 0
id = 712
name = "X Buster"
sprpriority = 5
pos = 17,-17
postype = p1
stateno = 712
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 700

;---------------------------------------------------------------------------
; 天井ダッシュ
[Statedef 704]
type    = A
movetype= i
physics = N
ctrl = 0
anim = 704

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 1
trigger1 = roundstate > 2
value = 51
ctrl = 1


[State -2, a]
type = palfx
trigger1 = var(30)=3
time = 1
add = 25,0,255
mul = 180,120,220
color = 0

[state a]
type = varset
trigger1 = var(30)=3
fv = 31
value = 1

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


;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 3
value = s100,0
channel = 2

[State 100, 0]
type = Posset
trigger1 = 1
y=pos y-screenpos y
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=  24
trigger2 = command != "holdb"
trigger2 = command !=  "holdfwd"
value = 51
ctrl = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

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


;===========================================================================
;---------------------------------------------------------------------------
;�o�X�^�[�֘A
;---------------------------------------------------------------------------
;===========================================================================

;===========================================================================
;豆
;---------------------------------------------------------------------------
[Statedef 710]
type = A
ctrl = 0
anim = 710
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 195, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = root,var(12)>=1
value = ifelse(root,palno=12,502,503)

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 191, Snd 1]
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 = 701
Facing = 1
Pos = 0,38


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 730
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 730
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 730]
type = A
ctrl = 0
anim = 500
velset = (-2+(random%4))*0.5,7
movetype = A
physics = N
sprpriority = 5

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 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)=3)*0.5)), 0
priority = 1, Hit
getpower = 16,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s530
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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 = movecontact

[state a]
type = changestate
trigger1 = pos Y > 0
value = 715

;===========================================================================
;１段チャージ
;===========================================================================
[Statedef 711]
type = A
ctrl = 0
anim = 711
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,1
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 611,0
channel = 3

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 701
Facing = 1
Pos = 0,38





[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 2
id = 578
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
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 = 2
id = 576
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
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 = 2
id = 586
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
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 = root,var(30) = 3
trigger1 = animelem = 2
id = 574
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
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 = root,var(30) = 3
trigger1 = animelem = 2
id = 584
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 731]
type = A
ctrl = 0
anim = 731
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[state a]
type = velset
trigger1 = animelem = 1
y = 8

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = 31*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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


;---------------------------------------------------------------------------
;(HELPER)豁E
[Statedef 712]
type = A
ctrl = 0
anim = 712
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 = parentvaradd
trigger1 = time = 0
v = 12
value = -1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,2
channel = 3

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 612,0
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 701
Facing = 1
Pos = 0,38


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
id = 733
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 5
postype = p1
stateno = 733
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 733]
type = A
ctrl = 0
anim = 733
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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



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


[State 630, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 9

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

[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 = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 62*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s532
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
trigger1 = time = 0
id = 714
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 714
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 2
id = 575
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 2
id = 576
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 2
id = 585
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 2
id = 586
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 10
id = 570
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 10
id = 577
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 10
id = 578
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 10
id = 580
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 74500, 20]
type = ChangeState
trigger1 = pos Y > 0
trigger2 = movecontact = 1
trigger3 = MoveReversed = 1
value = 734

[Statedef 734]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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



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


[State 1500, PosAdd]
type = PosAdd
triggerall = Time > 60
trigger1 = (root, Pos Y + root, Const(size.mid.pos.y)) >= Pos Y
trigger2 = (root, Pos Y) >= Pos Y
y = 5

[State 1500, PosAdd]
type = PosAdd
triggerall = Time > 60
trigger1 = (root, Pos Y + root, Const(size.mid.pos.y)) < Pos Y
trigger2 = (root, Pos Y) < Pos Y
y = -5

[State 1500, PosAdd]
type = PosAdd
triggerall = Time > 60
trigger1 = (root, Pos X + root, Const(size.mid.pos.x)) >= Pos X
trigger2 = (root, Pos X) >= Pos X
x = 5

[State 1500, PosAdd]
type = PosAdd
triggerall = Time > 60
trigger1 = (root, Pos X + root, Const(size.mid.pos.x)) < Pos X
trigger2 = (root, Pos X) < Pos X
x = -5


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

[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 = time%4 = 0
attr = A, HP
animtype  = hard
damage    = 10*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s532
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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 74500, 20]
type = ChangeState
trigger1 = rootdist x = [-20,20]
trigger1 = rootdist y = [-20,30]
value = 511
;---------------------------------------------------------------------------
;(HELPER)プラズチE
[Statedef 714]
type = A
ctrl = 0
anim = 714
velset = 0,0
movetype = A
physics = N
sprpriority = 6

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

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

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

[State 2000, 4]              ; Se Repita una vez la animacion
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;---------------------[当身関俁E
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
;---------------------[]
[state a]
type = destroyself
trigger1 = parent,stateno!=733
trigger1 = parent,stateno!=734
;---------------------------------------------------------------------------
;(HELPER)プラズチE
[Statedef 715]
type = A
ctrl = 0
anim = 530
velset = 0,0
movetype = A
physics = N
sprpriority = 6

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = posset
trigger1 = 1
Y = 0

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


;---------------------[当身関俁E
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
;---------------------[]
[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;===========================================================================
;豆
;---------------------------------------------------------------------------
[Statedef 500]
type = A
ctrl = 0
anim = 205
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 195, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = root,var(12)>=1
value = ifelse(root,palno=12,502,503)

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 191, Snd 1]
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 || Root,anim = 662
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
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[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 || Root,Anim = 622
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,(-2+(random%4))*0.5
movetype = A
physics = N
sprpriority = 5

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 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)=3)*0.5)), 0
priority = 1, Hit
getpower = 16,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s530
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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

;===========================================================================
;１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 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,1
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 611,0
channel = 3

[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 || Root,anim = 662
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
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[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 || Root,Anim = 622
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 = 2
id = 570
name = "Plasma Charge Shot"
sprpriority = 5
pos = 10, 0
postype = p1
stateno = 570
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 = 2
id = 571
name = "Plasma Charge Shot"
sprpriority = 5
pos = 10, 0
postype = p1
stateno = 570
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 = 2
id = 572
name = "Plasma Charge Shot"
sprpriority = 5
pos = 10, 0
postype = p1
stateno = 570
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 = root,var(30) = 3
trigger1 = animelem = 2
id = 573
name = "Plasma Charge Shot"
sprpriority = 5
pos = 10, 0
postype = p1
stateno = 570
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 = root,var(30) = 3
trigger1 = animelem = 2
id = 574
name = "Plasma Charge Shot"
sprpriority = 5
pos = 10, 0
postype = p1
stateno = 570
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 = add
alpha = 255,255


[state a]
type = velset
trigger1 = animelem = 1
x = 8

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = 31*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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 503]
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 = parentvaradd
trigger1 = time = 0
v = 12
value = -1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,2
channel = 2

[State 191, Snd 1]
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 = 14,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 14,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 14,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 22,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 22,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 22,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 21,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 21,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 21,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 22,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 22,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 22,-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 = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = Root,anim = 265 || Root,anim = 662
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-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
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 17,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 17,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 17,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 37,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 37,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[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 = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 37,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 37,-15

[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 || Root,Anim = 622
Facing = 1
Pos = 21,-26

[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 = 17,-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 = 3
id = 522
name = "Plasma Charge Shot"
sprpriority = 5
pos = 36, 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];プラズマチャージショチE��
type = Helper
trigger1 = Time > 0
trigger1 = TimeMod = 2,0
id = 592
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -14+random%28
postype = p1
stateno = 592
Size.XScale                = 1.5
Size.YScale                = 1.5 
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

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


[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 = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 62*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s532
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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]

;---------------------------------------------------------------------------
;(HELPER)豁E
[Statedef 502]
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 = parentvaradd
trigger1 = time = 0
v = 12
value = -1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,2
channel = 3

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
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 = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = Root,anim = 265 || Root,anim = 662
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305 || Root,Anim = 622
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
id = 523
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 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 = A
ctrl = 0
anim = 503
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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



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


[State 630, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 9
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 = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 62*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s532
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
trigger1 = time = 0
id = 504
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 504
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 2
id = 571
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 2
id = 572
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 2
id = 581
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 2
id = 582
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 10
id = 570
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 10
id = 577
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 10
id = 578
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%16 = 10
id = 580
name = "Plasma"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 570
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 74500, 20]
type = ChangeState
trigger1 = StageFrontEdgeDist < 0
trigger2 = movecontact = 1
trigger3 = MoveReversed = 1
value = 524

[Statedef 524]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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



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


[State 1500, PosAdd]
type = PosAdd
triggerall = Time > 60
trigger1 = (root, Pos Y + root, Const(size.mid.pos.y)) >= Pos Y
trigger2 = (root, Pos Y) >= Pos Y
y = 5

[State 1500, PosAdd]
type = PosAdd
triggerall = Time > 60
trigger1 = (root, Pos Y + root, Const(size.mid.pos.y)) < Pos Y
trigger2 = (root, Pos Y) < Pos Y
y = -5

[State 1500, PosAdd]
type = PosAdd
triggerall = Time > 60
trigger1 = (root, Pos X + root, Const(size.mid.pos.x)) >= Pos X
trigger2 = (root, Pos X) >= Pos X
x = -5

[State 1500, PosAdd]
type = PosAdd
triggerall = Time > 60
trigger1 = (root, Pos X + root, Const(size.mid.pos.x)) < Pos X
trigger2 = (root, Pos X) < Pos X
x = -5


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

[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 = time%4 = 0
attr = A, HP
animtype  = hard
damage    = 10*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s532
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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 74500, 20]
type = ChangeState
trigger1 = rootdist x = [-20,20]
trigger1 = rootdist y = [-20,30]
value = 511
;---------------------------------------------------------------------------
;(HELPER)プラズチE
[Statedef 504]
type = A
ctrl = 0
anim = 504
velset = 0,0
movetype = A
physics = N
sprpriority = 6

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

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

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

[State 2000, 4]              ; Se Repita una vez la animacion
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;---------------------[当身関俁E
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
;---------------------[]
[state a]
type = destroyself
trigger1 = parent,stateno!=523
trigger1 = parent,stateno!=524

;===========================================================================
;�����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 = add
alpha = 255,255


[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


;===========================================================================
;�����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 = removeExplod
trigger1 = time = 0
id = 505

[State a]
type = removeExplod
trigger1 = time = 0
id = 505

[State a]
type = removeExplod
trigger1 = time = 0
id = 12500

[state a]
type = parentvarset
trigger1 = time = 0
v = 51
value = 0

[state a]
type = destroyself
trigger1 = time = 1

;===========================================================================
;苦無
;---------------------------------------------------------------------------
[Statedef 570]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 1300]
type = turn
triggerall = time = 0
trigger1 = IsHelper(580)
trigger2 = IsHelper(581)
trigger3 = IsHelper(582)
trigger4 = IsHelper(583)
trigger5 = IsHelper(584)
trigger6 = IsHelper(585)
trigger7 = IsHelper(586)
trigger8 = IsHelper(587)
trigger9 = IsHelper(588)

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(570)
trigger2 = IsHelper(580)
value = 570

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(571)
trigger2 = IsHelper(581)
value = 571

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(572)
trigger2 = IsHelper(582)
value = 572

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(573)
trigger2 = IsHelper(583)
value = 573

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(574)
trigger2 = IsHelper(584)
value = 574

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(575)
trigger2 = IsHelper(585)
value = 575

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(576)
trigger2 = IsHelper(586)
value = 576

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(577)
trigger2 = IsHelper(587)
value = 577

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(578)
trigger2 = IsHelper(588)
value = 578


[State 630, VelSet]; ^  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(570)
trigger2 = IsHelper(580)
x = 7*1.25
y = 0

[State 630, VelSet];  22.5  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(571)
trigger2 = IsHelper(581)
x = 6.5*1.25
y = -3*1.25

[State 630, VelSet];  22.5  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(572)
trigger2 = IsHelper(582)
x = 6.5*1.25
y = 3*1.25

[State 630, VelSet];  45  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(573)
trigger2 = IsHelper(583)
x = 5*1.25
y = -5*1.25

[State 630, VelSet];  45  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(574)
trigger2 = IsHelper(584)
x = 5*1.25
y = 5*1.25

[State 630, VelSet];  67.5  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(575)
trigger2 = IsHelper(585)
x = 3*1.25
y = -6.5*1.25

[State 630, VelSet];  67.5  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(576)
trigger2 = IsHelper(586)
x = 3*1.25
y = 6.5*1.25

[State 630, VelSet]; ^  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(577)
trigger2 = IsHelper(587)
x = 0
y = -7*1.25

[State 630, VelSet]; ^  
type = VelSet
triggerall = time = 0
trigger1 = IsHelper(578)
trigger2 = IsHelper(588)
x = 0
y = 7*1.25

[State 630, VelSet]; ^  
type = VelSet
trigger1 = anim = 579
x = 0
y = 0


[State 20501, VelSet]
type = changeanim
triggerall = anim != 579
trigger1 = StageFrontEdgeDist < 0
trigger2 = movecontact = 1
trigger3 = MoveReversed = 1
trigger4 = pos Y > 2
value = 579

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 579
trigger1 = animelem = 1,=0
id = 590
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 590
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = 31*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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 = anim = 579
trigger1 = animelem = 2
value = 511

;---------------------------------------------------------------------------
;(HELPER)チャージエフェクトＸ５
[Statedef 580]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 0
pos = (root,Const(Size.Mid.Pos.X)),(root,Const(Size.Mid.Pos.Y)-4)

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(580)
value = 580

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(581)
value = 581



[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(9) >= 25
trigger1 = root,var(9) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(58)>0,3,1)

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(14) >= 25
trigger1 = root,var(14) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,1

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

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

[state a]
type = changestate
trigger1 = root,var(9) < 25
trigger1 = root,command != "hold_x"
trigger1 = root,var(14) < 25
trigger1 = root,command != "hold_y"
value = 511

;---------------------------------------------------------------------------
;(HELPER)チャージエフェクトＺＸ
[Statedef 582]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 0
pos = (root,Const(Size.Mid.Pos.X)),(root,Const(Size.Mid.Pos.Y)-4)


[State 75500, blah]
type = AngleDraw
trigger1 = 1
scale = 1.3

[State 182, Movement AfterImage]
type = afterimage
trigger1 = !ishelper(584)
trigger1 = time = 0
timegap = 1
FrameGap = 4
time = -1
length = 9
palBright = 0,0,0
palContrast = 128,128,128
palPostBright = 0,0,0
palAdd = 0,0,0
palMul = 0.9,0.9,0.9
trans = Add1

[State 9999, SprPriority]
type = SprPriority
trigger1 = ishelper(584)
value = 5

[State 9999, SprPriority]
type = SprPriority
triggerall = ishelper(582)
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 7
value = 5

[State 9999, SprPriority]
type = SprPriority
triggerall = ishelper(582)
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
value = -1

[State 9999, SprPriority]
type = SprPriority
triggerall = ishelper(583)
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 7
value = -1

[State 9999, SprPriority]
type = SprPriority
triggerall = ishelper(583)
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(582)
value = 582

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(583)
value = 583

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(584)
value = 584




[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(9) >= 25
trigger1 = root,var(9) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(58)>0,3,1)

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(14) >= 25
trigger1 = root,var(14) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,1

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0




;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

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

[state a]
type = changestate
trigger1 = root,var(9) < 25
trigger1 = root,command != "hold_x"
trigger1 = root,var(14) < 25
trigger1 = root,command != "hold_y"
value = 511

;---------------------------------------------------------------------------
;(HELPER)チャージエフェクトＸ５
[Statedef 585]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 0
pos = (root,Const(Size.Mid.Pos.X)),(root,Const(Size.Mid.Pos.Y)-4)


[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(585)
value = 585

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(586)
value = 586




[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(9) >= 25
trigger1 = root,var(9) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(58)>0,3,1)

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(14) >= 25
trigger1 = root,var(14) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,1

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0




;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

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

[state a]
type = changestate
trigger1 = root,var(9) < 25
trigger1 = root,command != "hold_x"
trigger1 = root,var(14) < 25
trigger1 = root,command != "hold_y"
value = 511


;===========================================================================
;スピニングブレード破片
;===========================================================================
[StateDef 590]
type = S
movetype= A
physics = N
velset = 0,0
anim = 590

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,13
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;---------------------[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 = 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 191, Snd 1]
type = PlaySnd
trigger1 = pos Y = 0
value = 200,13
channel = 2

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = time > 1
trigger1 = pos y > 5
value = 511



;---------------------------------------------------------------------------
;(HELPER)バスターキラキラ
[Statedef 592]
type = A
ctrl = 0
anim = 592
velset = 2.4,0
movetype = A
physics = N
sprpriority = 5

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

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 592,0
dest = 592,0


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 256 - var(1), 256

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

[state a]
type = varadd
trigger1 = time > 0
v = 1
value = 16
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7000]
type = A
ctrl = 0
anim = 7000
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = root,var(30)=3
trigger1 = time = 0
id = 9000
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9000
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A,SA
animtype  = hard
damage    = 16*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 600


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7001]
type = A
ctrl = 0
anim = 7001
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = root,var(30)=3
trigger1 = time = 0
id = 9001
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9001
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,6


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, SA
animtype  = hard
damage    = 16*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 601


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7002]
type = A
ctrl = 0
anim = 7002
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = root,var(30)=3
trigger1 = time = 0
id = 9002
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9002
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 32*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 602
trigger1 = root,stateno != 680


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7003]
type = A
ctrl = 0
anim = 7003
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2

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



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 80*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 603


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7005]
type = A
ctrl = 0
anim = 7005
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, SA
animtype  = hard
damage    = 12*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 605


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7010]
type = A
ctrl = 0
anim = 7010
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = root,var(30)=3
trigger1 = time = 0
id = 9010
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9010
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, SA
animtype  = hard
damage    = 24*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 610
trigger1 = root,stateno != 681


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7013]
type = A
ctrl = 0
anim = 7013
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 9*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 613


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7015]
type = A
ctrl = 0
anim = 7015
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = time = 4
value = 400,2

[State a]
type = PlaySnd
trigger1 = time = 4
value = 400,4


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 94*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 615
trigger1 = root,stateno != 616

[state a]
type = changestate
trigger1 = root,stateno = 616
value = 7016

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7016]
type = A
ctrl = 0
anim = 7016
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 94*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 616

[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7020]
type = A
ctrl = 0
anim = 7020
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = root,var(30)=3
trigger1 = time = 0
id = 9020
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,2


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, SA
animtype  = hard
damage    = 24*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 620
trigger1 = root,stateno != 690


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7030]
type = A
ctrl = 0
anim = 7030
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 60*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 630


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7050]
type = A
ctrl = 0
anim = ifelse(root,var(30)=3,7056,7051)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = root,var(30)=3
trigger1 = time = 0
id = 9050
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2

[State a]
type = PlaySnd
trigger1 = root,var(30)=3
trigger1 = animelem = 4
value = 400,9


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = ifelse(root,var(30)=3,125,94)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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


;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 650
trigger1 = root,stateno != 651
trigger1 = root,stateno != 652


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7055]
type = A
ctrl = 0
anim = 7055
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = time = 0
id = 9055
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9055
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7001,ifelse(root,var(30)<3,0,1)


[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,4

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 100*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7052]
type = A
ctrl = 0
anim = 7050
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = root,var(30)=3
trigger1 = time = 0
id = 9052
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9052
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 400,9

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 94*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 650
trigger1 = root,stateno != 651
trigger1 = root,stateno != 652
trigger1 = root,stateno != 670
trigger1 = !(root,stateno=602&&root,var(30)=3)


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7070]
type = A
ctrl = 0
anim = ifelse(root,var(30)=3,7057,7052)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a];プラズマチャージショット
type = Helper
trigger1 = root,var(30)=3
trigger1 = time = 0
id = 9070
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9070
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2

[State a]
type = PlaySnd
trigger1 = root,var(30)=3
trigger1 = animelem = 2
value = 400,9


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = ifelse(root,var(30)=3,125,94)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 670


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 7060]
type = A
ctrl = 0
anim = 7060
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2

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



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 80*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 660


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9000]
type = A
ctrl = 0
anim = 7000
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256


;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 600


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9001]
type = A
ctrl = 0
anim = 7001
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 601


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9002]
type = A
ctrl = 0
anim = 7002
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible
;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 602
trigger1 = root,stateno != 680


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9003]
type = A
ctrl = 0
anim = 7003
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2

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



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 80*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 603


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9005]
type = A
ctrl = 0
anim = 7005
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 12*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 605


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9010]
type = A
ctrl = 0
anim = 7010
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 610
trigger1 = root,stateno != 681


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9013]
type = A
ctrl = 0
anim = 7013
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 9*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 613


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9015]
type = A
ctrl = 0
anim = 7015
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = time = 4
value = 400,2

[State a]
type = PlaySnd
trigger1 = time = 4
value = 400,4


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 94*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 615
trigger1 = root,stateno != 616

[state a]
type = changestate
trigger1 = root,stateno = 616
value = 7016

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9016]
type = A
ctrl = 0
anim = 7016
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 94*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 616

[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9020]
type = A
ctrl = 0
anim = 7020
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 620
trigger1 = root,stateno != 690


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9030]
type = A
ctrl = 0
anim = 7030
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 60*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 630


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9050]
type = A
ctrl = 0
anim = ifelse(root,var(30)=3,7056,7051)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = root,var(30)=3
trigger1 = animelem = 4
value = 400,9


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1


;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 650
trigger1 = root,stateno != 651
trigger1 = root,stateno != 652


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9055]
type = A
ctrl = 0
anim = 7055
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7001,ifelse(root,var(30)<3,0,1)


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1

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


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9052]
type = A
ctrl = 0
anim = 7050
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 650
trigger1 = root,stateno != 651
trigger1 = root,stateno != 652
trigger1 = root,stateno != 670
trigger1 = !(root,stateno=602&&root,var(30)=3)


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9070]
type = A
ctrl = 0
anim = ifelse(root,var(30)=3,7057,7052)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7000,ifelse(root,var(30)<3,0,1)



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow
flag2 = invisible
;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]

[State 45500, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s560 + random%4
hitsound   = s400,3
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1

;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 670


[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 9060]
type = A
ctrl = 0
anim = 7060
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2

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



;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 80*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 660


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;===========================================================================
;X6ヤンマ��Eオプション
;===========================================================================
[Statedef 10500]
movetype = A
physics  = N
sprpriority = 3
Anim     = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 4

[state a];エネルギーチャージ(ノ��Eマル)
type = parentvarset
trigger1 = root,stateno = 220 && root,animelem = 4
fv = 28
value = 180

[state 45501]
type = poweradd
trigger1 = root,var(30)<3
trigger1 = root,stateno = 220 && root,animelem = 4
value = -(powermax/16)

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = anim != 50501
Facing = 1
Pos = root,Const(Size.Mid.Pos.X),root,Const(Size.Mid.Pos.Y)-6
[state a];攻撁E
type = null;Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "skiver"
trigger4 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショチE��
type = Helper
triggerall = root,var(58) = 1
triggerall = numhelper(10501) < 1
trigger1 = root,stateno = 210 && root,animelem = 4
trigger1 = root,power>=(powermax/48)
trigger2 = root,stateno = 220 && root,animelem = 4
id = 10501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 17, -22
postype = p1
stateno = 10501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
triggerall = root,var(58) = 1
triggerall = numhelper(10502) < 1
trigger1 = root,stateno = 210 && root,animelem = 4
trigger1 = root,power>=(powermax/32)
trigger2 = root,stateno = 220 && root,animelem = 4
id = 10502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 17, -22
postype = p1
stateno = 10502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
triggerall = root,var(58) = 1
triggerall = numhelper(10503) < 1
trigger1 = root,stateno = 210 && root,animelem = 4
trigger1 = root,power>=(powermax/16)
trigger2 = root,stateno = 220 && root,animelem = 4
id = 10503
name = "Plasma Charge Shot"
sprpriority = 5
pos = 17, -22
postype = p1
stateno = 10503
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = root,var(58) != 1
trigger1 = numhelper(10501) < 1
trigger1 = numhelper(10502) < 1
trigger1 = numhelper(10503) < 1
trigger1 = numhelper(10500) < 2

[Statedef 10501];ライトニングスフィア
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 10500

[state 45501]
type = poweradd
trigger1 = time = 0
trigger1 = root,var(30)<3
trigger1 = prevstateno != 10504
trigger1 = root,stateno = 210 && root,animelem = 4
value = -(powermax/48)

[state a]
type = changeanim
trigger1 = root,fvar(28) > 0
trigger1 = anim = 10500
value = 11500

[state a]
type = changeanim
trigger1 = root,fvar(28) = 0
trigger1 = anim = 11500
value = 10500
elem = 4


[state a];プラズマチャージショチE��
type = Helper
triggerall = numhelper(10507) < 1
trigger1 = time = 0
id = 10507
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 10507
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 55500]
type = HitDef
trigger1 = time%12 = 0
attr = A, SA
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
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 27100, Projectile 1]
type = Projectile
trigger1 = root,command = "x" && root,var(59) = 0
projanim = 10510
projhitanim = 552
velocity = 12,0
OwnPal=1
remvelocity = 0,0
accel = 0,0
projpriority = 4
projsprpriority = 4
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 13,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
; HitDef
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
;affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
sparkno = -1
hitsound   = s200,3
guardsound = s200,4
ground.type = High      ;Low,Trip,None
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0

[State 27100, Projectile 1]
type = Projectile
trigger1 = root,fvar(28) > 0
trigger1 = !(time % 9)
projanim = 10511
projhitanim = 552
velocity = (-6*sin(id*8.5 +time*(pi/50)))* facing , (6*cos(id*8.5 + time*(pi/50)))
OwnPal=1
remvelocity = 0,0
accel = 0,0
projpriority = 4
projsprpriority = 4
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 13,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
; HitDef
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
;affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
sparkno = -1
hitsound   = s200,3
guardsound = s200,4
ground.type = High      ;Low,Trip,None
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0

[State 200, サウンド]
type = playsnd
trigger1 = root,command = "x" && root,var(59) = 0
value = 200,1
channel = 2

[State 200, サウンド]
type = playsnd
trigger1 = root,fvar(28) > 0
trigger1 = !(time % 9)
value = 200,1
channel = 2

[state a]
type = varadd
trigger1 = movecontact = 1
var(14) = 125

[state a]
type = varset
trigger1 = root,fvar(28) > 0
var(14) = 0

[State 8000]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8000]
type = Nothitby
trigger1 = 1
value = SCA
time = 1

[State 8000]
type = varset
trigger1 = time = 0
fvar(2) = 25

[State 8000]
type = varset
trigger1 = time = 0
fvar(3) = 0.07

[State 8000]
type = bindtoParent
trigger1 = 1
pos = fvar(2) * cos(fvar(3)*gametime), fvar(2) * sin(fvar(3)*gametime)
facing = 1
Persistent = 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 = 10504

[State 200, 7]
type = changestate
trigger1 = var(14) >= ifelse(root,var(30)>=3,625,125)
trigger2 = root,stateno = [8010,8020]
trigger3 = root,stateno = 181
value = 10510


[Statedef 10502]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 10500

[state 45501]
type = poweradd
trigger1 = time = 0
trigger1 = root,var(30)<3
trigger1 = prevstateno != 10505
trigger1 = root,stateno = 210 && root,animelem = 4
value = -(powermax/48)

[state a]
type = changeanim
trigger1 = root,fvar(28) > 0
trigger1 = anim = 10500
value = 11500

[state a]
type = changeanim
trigger1 = root,fvar(28) = 0
trigger1 = anim = 11500
value = 10500
elem = 4


[state a];プラズマチャージショチE��
type = Helper
triggerall = numhelper(10508) < 1
trigger1 = time = 0
id = 10508
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 10507
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 55500]
type = HitDef
trigger1 = time%12 = 0
attr = A, SA
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
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 27100, Projectile 1]
type = Projectile
trigger1 = root,command = "x" && root,var(59) = 0
projanim = 10510
projhitanim = 552
velocity = 12,0
OwnPal=1
remvelocity = 0,0
accel = 0,0
projpriority = 4
projsprpriority = 4
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 13,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
; HitDef
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
;affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
sparkno = -1
hitsound   = s200,3
guardsound = s200,4
ground.type = High      ;Low,Trip,None
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0

[State 27100, Projectile 1]
type = Projectile
trigger1 = root,fvar(28) > 0
trigger1 = !(time % 9)
projanim = 10511
projhitanim = 552
velocity = (-6*sin(id*8.5 +time*(pi/50)))* facing , (6*cos(id*8.5 + time*(pi/50)))
OwnPal=1
remvelocity = 0,0
accel = 0,0
projpriority = 4
projsprpriority = 4
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 13,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
; HitDef
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
;affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
sparkno = -1
hitsound   = s200,3
guardsound = s200,4
ground.type = High      ;Low,Trip,None
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0

[State 200, サウンド]
type = playsnd
trigger1 = root,command = "x" && root,var(59) = 0
value = 200,1
channel = 2

[State 200, サウンド]
type = playsnd
trigger1 = root,fvar(28) > 0
trigger1 = !(time % 9)
value = 200,1
channel = 2

[state a]
type = varadd
trigger1 = movecontact = 1
var(14) = 125

[state a]
type = varset
trigger1 = root,fvar(28) > 0
var(14) = 0

[State 8000]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8000]
type = Nothitby
trigger1 = 1
value = SCA
time = 1

[State 8000]
type = varset
trigger1 = time = 0
fvar(2) = 25

[State 8000]
type = varset
trigger1 = time = 0
fvar(3) = 0.07

[State 8000]
type = bindtoParent
trigger1 = 1
pos = fvar(2) * cos(fvar(3)*gametime+2*pi/3), fvar(2) * sin(fvar(3)*gametime+2*pi/3)
facing = 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 = 10505

[State 200, 7]
type = changestate
trigger1 = var(14) >= ifelse(root,var(30)>=3,625,125)
trigger2 = root,stateno = [8010,8020]
trigger3 = root,stateno = 181
value = 10510


[Statedef 10503]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 10500

[state 45501]
type = poweradd
trigger1 = time = 0
trigger1 = root,var(30)<3
trigger1 = prevstateno != 10506
trigger1 = root,stateno = 210 && root,animelem = 4
value = -(powermax/48)

[state a]
type = changeanim
trigger1 = root,fvar(28) > 0
trigger1 = anim = 10500
value = 11500

[state a]
type = changeanim
trigger1 = root,fvar(28) = 0
trigger1 = anim = 11500
value = 10500
elem = 4


[state a];プラズマチャージショチE��
type = Helper
triggerall = numhelper(10509) < 1
trigger1 = time = 0
id = 10509
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 10507
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = HitDef
trigger1 = time%12 = 0
attr = A, SA
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
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 27100, Projectile 1]
type = Projectile
trigger1 = root,command = "x" && root,var(59) = 0
projanim = 10510
projhitanim = 552
velocity = 12,0
OwnPal=1
remvelocity = 0,0
accel = 0,0
projpriority = 4
projsprpriority = 4
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 13,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
; HitDef
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
;affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
sparkno = -1
hitsound   = s200,3
guardsound = s200,4
ground.type = High      ;Low,Trip,None
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0

[State 27100, Projectile 1]
type = Projectile
trigger1 = root,fvar(28) > 0
trigger1 = !(time % 9)
projanim = 10511
projhitanim = 552
velocity = (-6*sin(id*8.5 +time*(pi/50)))* facing , (6*cos(id*8.5 + time*(pi/50)))
OwnPal=1
remvelocity = 0,0
accel = 0,0
projpriority = 4
projsprpriority = 4
projedgebound = 40
projstagebound = 40
projheightbound = -440
offset = 13,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
; HitDef
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
;affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
sparkno = -1
hitsound   = s200,3
guardsound = s200,4
ground.type = High      ;Low,Trip,None
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0

[State 200, サウンド]
type = playsnd
trigger1 = root,command = "x" && root,var(59) = 0
value = 200,1
channel = 2

[State 200, サウンド]
type = playsnd
trigger1 = root,fvar(28) > 0
trigger1 = !(time % 9)
value = 200,1
channel = 2

[state a]
type = varadd
trigger1 = movecontact = 1
var(14) = 125

[state a]
type = varset
trigger1 = root,fvar(28) > 0
var(14) = 0

[State 8000]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8000]
type = Nothitby
trigger1 = 1
value = SCA
time = 1


[State 8000]
type = varset
trigger1 = time = 0
fvar(2) = 25

[State 8000]
type = varset
trigger1 = time = 0
fvar(3) = 0.07

[State 8000]
type = bindtoParent
trigger1 = 1
pos = fvar(2) * cos(fvar(3)*gametime+4*pi/3), fvar(2) * sin(fvar(3)*gametime+4*pi/3)
facing = 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 = 10506

[State 200, 7]
type = changestate
trigger1 = var(14) >= ifelse(root,var(30)>=3,625,125)
trigger2 = root,stateno = [8010,8020]
trigger3 = root,stateno = 181
value = 10510


;----------------------------------------------------------------------------
[Statedef 10504]
type = A
ctrl = 0
;anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[State -2, a]
type = palfx
trigger1 = 1
time = 2
add = 160,190,225
mul = 210,210,225
color = 256

[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 = time = 0
v = 14
value = floor(GetHitVar(damage) * 1)

[State 8000]
type = bindtoParent
trigger1 = 1
pos = fvar(2) * cos(fvar(3)*gametime), fvar(2) * sin(fvar(3)*gametime)
facing = 1
Persistent = 1

[state a]
type = null;varset
trigger1 = time = 0
var(14) = var(1);GetHitVar(damage)


[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 = time = 1
value = 10501

;----------------------------------------------------------------------------
[Statedef 10505]
type = A
ctrl = 0
;anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[State -2, a]
type = palfx
trigger1 = 1
time = 2
add = 160,190,225
mul = 210,210,225
color = 256

[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 = time = 0
v = 14
value = floor(GetHitVar(damage) * 1)

[state a]
type = null;varset
trigger1 = time = 0
var(14) = var(1);GetHitVar(damage)


[State 8000]
type = bindtoParent
trigger1 = 1
pos = fvar(2) * cos(fvar(3)*gametime+2*pi/3), fvar(2) * sin(fvar(3)*gametime+2*pi/3)
facing = 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 = time = 1
value = 10502
;----------------------------------------------------------------------------
[Statedef 10506]
type = A
ctrl = 0
;anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[State -2, a]
type = palfx
trigger1 = 1
time = 2
add = 160,190,225
mul = 210,210,225
color = 256

[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 = time = 0
v = 14
value = floor(GetHitVar(damage) * 1)

[state a]
type = null;varset
trigger1 = time = 0
var(14) = var(1);GetHitVar(damage)


[State 8000]
type = bindtoParent
trigger1 = 1
pos = fvar(2) * cos(fvar(3)*gametime+4*pi/3), fvar(2) * sin(fvar(3)*gametime+4*pi/3)
facing = 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 = time = 1
value = 10503

[Statedef 10507]
type = A
ctrl = 0
anim = 10501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = SprPriority
trigger1 = 1
value = 0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToparent
Trigger1 = 1
Facing = 1
Pos = 0,0

[State 54501]
type = DestroySelf
trigger1 = ishelper(10507)
trigger1 = Numhelper(10501) = 0
trigger1 = Numhelper(10504) = 0

[State 54501]
type = DestroySelf
trigger1 = ishelper(10508)
trigger1 = Numhelper(10502) = 0
trigger1 = Numhelper(10505) = 0

[State 54501]
type = DestroySelf
trigger1 = ishelper(10509)
trigger1 = Numhelper(10503) = 0
trigger1 = Numhelper(10506) = 0

;===========================================================================
;汎用爁E��
;===========================================================================
[Statedef 10510]
type = A
ctrl = 0
anim = 360
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 10200, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 10501

[State a]
type = PlaySnd
trigger1 = time = 0
value = 0,13
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 = destroyself
trigger1 = animtime = 0
;===========================================================================
;１段チャージ
;===========================================================================
[Statedef 20500]
type = A
ctrl = 0
anim = 20500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) = 0
trigger1 = time = 0
value = 200,1
channel = 2

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) > 0
trigger1 = time = 0
value = 200,21
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 || Root,anim = 662
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
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[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 || Root,Anim = 622
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 = 3
id = 20501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 20501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 20501]
type = A
ctrl = 0
anim = 20501
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State 12500, Gravity]
type = Gravity
trigger1 = pos y < -10

[State 12500, Gravity]
type = posset
trigger1 = pos y >= -10
y = -10

[State 211]
type = changeanim
Trigger1 = pos y < -10
Trigger1 = anim != 20502
value = 20502

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[state a]
type = velset
trigger1 = pos y < -10
x = 4.8

[state a]
type = velset
trigger1 = pos y >= -10
x = 0
y = 0
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = ifelse(root,var(26) = 1, 125,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = movecontact
trigger2 = movereversed
value = 10510

[state a]
type = destroyself
trigger1 = anim = 20502 && animtime = 0
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100


;===========================================================================
;横アイス本体
;===========================================================================
[Statedef 21500]
type = A
ctrl = 0
anim = 21500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 620,1

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 10
id = 21501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 21501
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 = time = 10
id = 21502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 511
;===========================================================================
;縦つらら
;===========================================================================
[Statedef 21501]
type = A
ctrl = 0
anim = ifelse(ishelper(21501),21501,21502)
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[state a]
type = velset
trigger1 = ishelper(21501)
trigger1 = time = 0
y = -8

[state a]
type = velset
trigger1 = ishelper(21502)
trigger1 = time = 0
y = 8

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = ifelse(root,var(26) = 1, 125,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = movehit
trigger2 = time = 150
value = 511

;===========================================================================
;縦アイス本体
;===========================================================================
[Statedef 21505]
type = A
ctrl = 0
anim = 21505
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 620,1

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 10
id = 21506
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 21506
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 = time = 10
id = 21507
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 21506
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;===========================================================================
;横つらら
;===========================================================================
[Statedef 21506]
type = A
ctrl = 0
anim = ifelse(ishelper(21506),21506,21507)
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[state a]
type = velset
trigger1 = ishelper(21506)
trigger1 = time = 0
x = -8

[state a]
type = velset
trigger1 = ishelper(21507)
trigger1 = time = 0
x = 8

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = ifelse(root,var(26) = 1, 125,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = movehit
trigger2 = time = 150
value = 511

;---------------------------------------------------------------------------
;(HELPER)フロストタワー・氷破牁E
[Statedef 21510]
type = A
ctrl = 0
anim = 21510 + random%4
velset = 0,0
movetype = I
physics = N
sprpriority = 10


;---------------------[速度]
[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

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 256 - var(1), 256

[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)武器消滁E
[Statedef 21511]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 10

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

;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0


;===========================================================================
;マグマ弾
;===========================================================================
[Statedef 30500]
type = A
ctrl = 0
anim = 30500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 802]
type = DestroySelf
triggerall = root,fvar(36) >= 1
trigger1 = time = 0


[state a]
type = velset
trigger1 = animelem = 1
x = 8

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = ifelse(root,var(26) = 1, 125,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "iris_x4"
trigger2 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger3 = enemy,name = "spike rosered"
trigger4 = enemy,name = "Iceman URM Prototype"
trigger5 = enemy,name = "Blizzard Wolfang"
trigger6 = enemy,name = "Mac"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 150
value = 511

;===========================================================================
;地上マグマ本体
;===========================================================================
[Statedef 30510]
type = A
ctrl = 0
anim = 30510
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,7


[State 802]
type = DestroySelf
triggerall = root,fvar(36) >= 1
trigger1 = time = 0


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = ifelse(root,var(26) = 1, 125,24)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]

[state a];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "iris_x4"
trigger2 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger3 = enemy,name = "spike rosered"
trigger4 = enemy,name = "Iceman URM Prototype"
trigger5 = enemy,name = "Blizzard Wolfang"
trigger6 = enemy,name = "Mac"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
trigger2 = animelem = 8
id = 30500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 69, -26
postype = p1
stateno = 30500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;===========================================================================
;地上マグマ本体
;===========================================================================
[Statedef 30511]
type = A
ctrl = 0
anim = 30511
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,7


[State 802]
type = DestroySelf
triggerall = root,fvar(36) >= 1
trigger1 = time = 0


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = ifelse(root,var(26) = 1, 125,24)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]

[state a];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "iris_x4"
trigger2 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger3 = enemy,name = "spike rosered"
trigger4 = enemy,name = "Iceman URM Prototype"
trigger5 = enemy,name = "Blizzard Wolfang"
trigger6 = enemy,name = "Mac"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
trigger2 = animelem = 6
id = 30500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 46, -25
postype = p1
stateno = 30500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 30512]
type = A
ctrl = 0
anim = 30512
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 400,7


[State 802]
type = DestroySelf
triggerall = root,fvar(36) >= 1
trigger1 = time = 0


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage    = ifelse(root,var(26) = 1, 125,24)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]

[state a];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "iris_x4"
trigger2 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger3 = enemy,name = "spike rosered"
trigger4 = enemy,name = "Iceman URM Prototype"
trigger5 = enemy,name = "Blizzard Wolfang"
trigger6 = enemy,name = "Mac"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
trigger2 = time = 9
id = 30500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 71, -22
postype = p1
stateno = 30500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;===========================================================================
;画面外マグマ
;===========================================================================
[Statedef 31500]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 481, 1000]
type = turn
trigger1 = time < 5
trigger1 = facing != root, facing

[State 481, PosSet]
type = PosSet
trigger1 = 1
x = ifelse(facing=1,-200,200)

[State 802]
type = DestroySelf
triggerall = root,fvar(36) >= 1
trigger1 = time = 0


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 481, 7]
type = VarRandom
trigger1 = 1
v = 12
range = -160,10

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time%25 = 24
id = 31501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0,var(12)
postype = p1
stateno = 31501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 481]
type = destroyself
trigger1 = time = ifelse(root,var(30)>=3,350,175)
;===========================================================================
;焼き鳥
;===========================================================================
[Statedef 31501]
type = A
ctrl = 0
anim = 31500
velset = 3.5 , random%5 - 2.5
movetype = A
physics = N
sprpriority = 5


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 482]
type = PlaySnd
trigger1 = animelem = 1
value = 400,7

[State 802]
type = DestroySelf
triggerall = root,fvar(36) >= 1
trigger1 = time = 0



[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SP
animtype  = medium
damage    = ifelse(root,var(26) = 1, 188,94)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "iris_x4"
trigger2 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger3 = enemy,name = "spike rosered"
trigger4 = enemy,name = "Iceman URM Prototype"
trigger5 = enemy,name = "Blizzard Wolfang"
trigger6 = enemy,name = "Mac"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = time = 360
value = 511

;===========================================================================
;メタルアンカー
;===========================================================================
[Statedef 40500]
type = A
ctrl = 0
anim = 40500
velset = 2.4,-4
movetype = A
physics = N
sprpriority = 5

[State 21020, VelAdd]
type = Velset
trigger1 = pos y >=-10
x = 2.4
y = -4

[State 21020, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.23

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = Root,anim = 265 || Root,anim = 662
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305 || Root,Anim = 622
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[State 44500, 1]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 10510

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

[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = -1
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];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "PSsigmaX1"
trigger2 = enemy,name = "Mac"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = frontedgedist< 0
trigger2 = pos y >=-10 && time >= 600
trigger3 = movereversed
trigger4 = movecontact
value = 10510

;-------------------------------------------------------------------------------
; Hidden Green Spinners ACTIVE
[Statedef 41500]
type = A
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[State 1541, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -200

[State 1000, 0]
Type = VarRandom
Trigger1 = 1
V = 12
Range = -200,100

[State 1541, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
persistent = 1

[State 1541, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 1541, Helper]
type = Helper
trigger1 = !(time % 4)
helpertype = normal
name = "Hidden Green Spinners"
ID = 41501
stateno = 41501
pos = var(12),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1451, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
persistent = 1

[State 1451, DestroySelf]
type = DestroySelf
trigger1 = time = 120

;-------------------------------------------------------------------------------
; Hidden Green Spinner
[Statedef 41501]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 5
sprpriority = 5
anim = 41501

[State 1542, VelSet]
type = VelSet
trigger1 = 1
x = 6
y = 6
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,50+random%5


[State 1542, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,SP
damage = ifelse(root,var(26) = 1, 125,62)*(1+((root,var(30)=3)*0.5)), 0
priority = 7, Miss
getpower = 0,
givepower = 40,12
animtype = Hard
air.animtype = back
fall.animtype = back
guardflag = HA
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 12,12
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.slidetime = 40
ground.hittime = 40
ground.velocity = 0
ground.guard.velocity = 0
guard.ctrltime = 20
guard.hittime = 20
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
air.hittime = 40
guard.kill = 0
air.fall = 1
fall.recover = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "PSsigmaX1"
trigger2 = enemy,name = "Mac"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1201, 4]
type = DestroySelf
trigger1 = time = 60
trigger2 = Pos Y > 90
trigger3 = frontedgedist <= -100

;===========================================================================
;グランドダッシュ岩
;===========================================================================
[Statedef 50500]
type = A
ctrl = 0
anim = 50500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 400,15
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 32
value = 200,1
channel = 2


[State 12500, Gravity]
type = Gravity
trigger1 = pos y < -10
trigger1 = time >= 33

[state a]
type = velset
triggerall = pos y < -10
trigger1 = time = 33
x = 3.6
y = -2.95

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = ifelse(root,var(26) = 1, 125,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
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 = "Burnin' Noumander"
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 = changestate
trigger1 = movecontact
trigger2 = movereversed
trigger3 = pos y >= -10
trigger4 = frontedgedist <= -10
trigger5 = backedgedist <= -10
value = 10510

;===========================================================================
;チャージグランド大岩
;===========================================================================
[Statedef 51500]
type = A
ctrl = 0
anim = 51500
velset = 10.8,-3
movetype = A
physics = N
sprpriority = 5

[State 21020, VelAdd]
type = VelAdd
trigger1 = time >= 36
y = 0.23

[State a]
type = PlaySnd
trigger1 = time = 0
value = 400,15
channel = 2

[State a]
type = PlaySnd
trigger1 = time = 36
value = 200,2
channel = 2

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 35
Trigger1 = Root,Anim = 404
Facing = 1
Pos = 34,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 35
Trigger1 = Root,Anim = 405
Facing = 1
Pos = 41,-32

[State 55500]
Type = BindToRoot
trigger1 = time <= 35
Trigger1 = Root,Anim = 406
Facing = 1
Pos = 43,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 35
Trigger1 = Root,Anim = 407
Facing = 1
Pos = 41,-27

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[State 44500, 1]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 10510

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

[state a];攻撁E
type = null;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 = time%6 = 0
attr = A, SP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,48)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = -1
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];攻撁E
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 = "Burnin' Noumander"
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 = changestate
trigger1 = frontedgedist< 0
trigger2 = time >= 180
value = 511

;===========================================================================
;メテオレイン水しぶき
;---------------------------------------------------------------------------
[Statedef 60500]
type = A
ctrl = 0
anim = 60500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[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 || Root,anim = 662
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
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[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 || Root,Anim = 622
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 = 3
id = 60501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 60501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010
;===========================================================================
;メテオレイン水弾
;===========================================================================
[Statedef 60501]
type = A
ctrl = 0
anim = 60501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,60
channel = 2

[State 60501, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 60501, 2]
type = AssertSpecial
trigger1 = pos Y <= -220
trigger2 = pos Y >= -10
flag = Invisible

[state 60501]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50


[State 60501]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 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 60501]
type = Explod
trigger1 = time%8 = 0
trigger1 = vel y < 0
anim = 60503
id = 60503
vfacing = 1
pos = 0,10
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501]
type = Explod
trigger1 = time%8 = 0
trigger1 = vel y >= 0
anim = 60503
id = 60503
vfacing = -1
pos = 0,-10
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501]
type = Explod
trigger1 = pos y = -10
anim = 60502
id = 60502
vfacing = -1
pos = 0,0
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501];ネタ字幕
type = Explod
trigger1 = Pos Y = -210
anim = 60502
id = 60502
pos = 0,0
postype = p1
sprpriority = 8
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = -4

[State 64501, VelSet]
type = VelSet
trigger1 = fvar(34) = 0
trigger1 = pos y < -230
x = 0
y = 4

[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Dynamo"
trigger3 = enemy,name = "CrescentGrizzly"
trigger4 = enemy,name = "X4 Slash Beast"
trigger5 = enemy,name = "Vajurila_FF"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state 60501]
type = destroyself
trigger1 = pos y >= -10

;===========================================================================
;メテオレイン水しぶき
;---------------------------------------------------------------------------
[Statedef 61500]
type = A
ctrl = 0
anim = 60500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[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 || Root,anim = 662
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
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[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 || Root,Anim = 622
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 = 3
id = 61501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 61501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010
;===========================================================================
;メテオレイン水弾
;===========================================================================
[Statedef 61501]
type = A
ctrl = 0
anim = 60501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,60
channel = 2

[State 60501, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 60501]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50



[State 60501]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 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 60501]
type = Explod
trigger1 = time%8 = 0
trigger1 = vel y < 0
anim = 60503
id = 60503
vfacing = 1
pos = 0,10
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = -7

[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Dynamo"
trigger3 = enemy,name = "CrescentGrizzly"
trigger4 = enemy,name = "X4 Slash Beast"
trigger5 = enemy,name = "Vajurila_FF"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state 60501]
type = changestate
trigger1 = time >= 60
value = 61502
;-------------------------------------------------------------------------------
; Hidden Green Spinners ACTIVE
[Statedef 61502]
type = A
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[State 1541, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -260

[State 1000, 0]
Type = VarRandom
Trigger1 = 1
V = 13
Range = -240,40

[State 1541, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
persistent = 1

[State 1541, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 1542, PlaySnd]
type = PlaySnd
trigger1 = !(time % 9)
value = 200,61

[State 1541, Helper]
type = Helper
triggerall = root,var(30) < 3
trigger1 = !(time % 15)
helpertype = normal
name = "Hidden Green Spinners"
ID = 61503
stateno = 61503
pos = var(13),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
triggerall = root,var(30) = 3
trigger1 = !(time % 4)
helpertype = normal
name = "Hidden Green Spinners"
ID = 61503
stateno = 61503
pos = var(13),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1451, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
persistent = 1

[State 1451, DestroySelf]
type = DestroySelf
trigger1 = time = 120

;-------------------------------------------------------------------------------
; Hidden Green Spinner
[Statedef 61503]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 5
sprpriority = 5
anim = 60501

[State 1542, VelSet]
type = VelSet
trigger1 = 1
x = 6
y = 6
ignorehitpause = 1

[State 1542, Explod]
type = Explod
trigger1 = (Time % 4) = 0
anim = 61500
pos = 0,0
postype = p1
facing = 1
vel = 0,0
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1
removeongethit = 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Ground Scaravich"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1542, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,SP
damage = ifelse(root,var(26) = 1, 188,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 7, Miss
getpower = 0,
givepower = 40,12
animtype = Hard
air.animtype = back
fall.animtype = back
guardflag = HA
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 12,12
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.slidetime = 40
ground.hittime = 40
ground.velocity = 0
ground.guard.velocity = 0
guard.ctrltime = 20
guard.hittime = 20
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
air.hittime = 40
guard.kill = 0
air.fall = 1
fall.recover = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Dynamo"
trigger3 = enemy,name = "CrescentGrizzly"
trigger4 = enemy,name = "X4 Slash Beast"
trigger5 = enemy,name = "Vajurila_FF"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1201, 4]
type = DestroySelf
trigger1 = time = 90
trigger2 = Pos Y > 80
trigger3 = frontedgedist <= -100

;===========================================================================
;ガードシェル正面
;===========================================================================
[Statedef 70500]
movetype = A
physics  = N
sprpriority = 3
Anim     = 70500
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 4

[state a]
type = parentvarset
trigger1 = p2bodydist X = [-40,-10]
trigger1 = p2bodydist Y = [-9,63]
v = 44
value = 1

[state a]
type = parentvarset
trigger1 = p2bodydist X != [-40,-10]
trigger2 = p2bodydist Y != [-9,63]
v = 44
value = 0

[State a]
type = PlaySnd
trigger1 = time = 0
Trigger1 = root,numhelper(71501)<1
Trigger1 = root,numhelper(71502)<1
Trigger1 = root,numhelper(71503)<1
Trigger1 = root,numhelper(71504)<1
value = 200,70
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = anim != 50501
Facing = 1
Pos = (root,Const(Size.Mid.Pos.X)+30),(root,Const(Size.Mid.Pos.Y)-6)
[state a];攻撁E
type = null;Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "skiver"
trigger4 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 45500, 1]
type = ReversalDef
trigger1 = root,power>=(root,powermax/48)
trigger1 = root,var(30)<3
trigger2 = root,var(30)>=3
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s360
hitsound   = S0,13
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1



[state a];プラズマチャージショチE��
type = Helper
trigger1 = movehit = 2
id = 70505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 70505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 211]
type = changeanim
Triggerall = anim != 70503
trigger1 = time >= 40
Trigger1 = root,command = "x"
trigger2 = root,power<(root,powermax/48)
value = 70503


[state a]
type = parentvarset
trigger1 = anim = 70503
v = 44
value = 0

[State 55500]
type = DestroySelf
trigger1 = anim = 70503
trigger1 = animtime = 0
trigger2 = root,stateno = [8010,8020]
trigger3 = root,stateno = 181
Trigger4 = root,command = "holdup"&&time=0
Trigger5 = root,command = "holddown"&&time=0
Trigger6 = root,numhelper(71501)>0
Trigger7 = root,numhelper(71502)>0
Trigger8 = root,numhelper(71503)>0
Trigger9 = root,numhelper(71504)>0

;===========================================================================
;ガードシェル上面
;===========================================================================
[Statedef 70501]
movetype = A
physics  = N
sprpriority = 3
Anim     = 70501
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 4

[State a]
type = PlaySnd
trigger1 = time = 0
Trigger1 = root,numhelper(71501)<1
Trigger1 = root,numhelper(71502)<1
Trigger1 = root,numhelper(71503)<1
Trigger1 = root,numhelper(71504)<1
value = 200,70
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = anim != 50501
Facing = 1
Pos = (root,Const(Size.Mid.Pos.X)),(root,Const(Size.Mid.Pos.Y)-40)
[state a];攻撁E
type = null;Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "skiver"
trigger4 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1



[State 45500, 1]
type = ReversalDef
trigger1 = root,power>=(root,powermax/48)
trigger1 = root,var(30)<3
trigger2 = root,var(30)>=3
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s360
hitsound   = S0,13
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1



[state a];プラズマチャージショチE��
type = Helper
trigger1 = movehit = 2
id = 70505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 70505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 211]
type = changeanim
Triggerall = anim != 70504
trigger1 = time >= 40
Trigger1 = root,command = "x"
trigger2 = root,power<(root,powermax/48)
value = 70504



[State 55500]
type = DestroySelf
trigger1 = anim = 70504
trigger1 = animtime = 0
trigger2 = root,stateno = [8010,8020]
trigger3 = root,stateno = 181
Trigger4 = root,numhelper(71501)>0
Trigger5 = root,numhelper(71502)>0
Trigger6 = root,numhelper(71503)>0
Trigger7 = root,numhelper(71504)>0

;===========================================================================
;ガードシェル下面
;===========================================================================
[Statedef 70502]
movetype = A
physics  = N
sprpriority = 3
Anim     = 70501
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 4

[State a]
type = PlaySnd
trigger1 = time = 0
Trigger1 = root,numhelper(71501)<1
Trigger1 = root,numhelper(71502)<1
Trigger1 = root,numhelper(71503)<1
Trigger1 = root,numhelper(71504)<1
value = 200,70
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = anim != 50501
Facing = 1
Pos = (root,Const(Size.Mid.Pos.X)),(root,Const(Size.Mid.Pos.Y)+30)
[state a];攻撁E
type = null;Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "skiver"
trigger4 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1



[State 45500, 1]
type = ReversalDef
trigger1 = root,power>=(root,powermax/48)
trigger1 = root,var(30)<3
trigger2 = root,var(30)>=3
reversal.attr = SCA,NP,SP,HP ;HP No for Hypers
sparkno = s360
hitsound   = S0,13
priority = 7,Hit
p2stateno = 511
ignorehitpause = 1



[state a];プラズマチャージショチE��
type = Helper
trigger1 = movehit = 2
id = 70505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 70505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



[State 211]
type = changeanim
Triggerall = anim != 70504
trigger1 = time >= 40
Trigger1 = root,command = "x"
trigger2 = root,power<(root,powermax/48)
value = 70504





[State 55500]
type = DestroySelf
trigger1 = anim = 70504
trigger1 = animtime = 0
trigger2 = root,stateno = [8010,8020]
trigger3 = root,stateno = 181
Trigger4 = root,numhelper(71501)>0
Trigger5 = root,numhelper(71502)>0
Trigger6 = root,numhelper(71503)>0
Trigger7 = root,numhelper(71504)>0


[Statedef 70505]
type = A
ctrl = 0
anim = ifelse((parent,stateno=70500),70502,70505)
velset = 0,0
poweradd = ifelse(root,var(30)<3,-(powermax/48),0)
movetype = A
physics = N
sprpriority = 5

[State 12500, Gravity]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno=70500
x = 3

[State 12500, Gravity]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno=70501
y = -3

[State 12500, Gravity]
type = velset
trigger1 = time = 0
trigger1 = parent,stateno=70502
y = 3

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,1
channel = 2

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, NP
animtype  = light
damage    = 31*(1+((root,var(30)=3)*0.5)), 0
priority = 1, Hit
getpower = 16,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s530
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Infinity Mijinion"
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 = changestate
trigger1 = moveguarded
value = 510

[state a]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 150

;===========================================================================
;ガードシェル左上
;===========================================================================
[Statedef 71501]
type = A
ctrl = 0
anim = 71501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = Explod
trigger1 = time = 0
anim = 71500
id = 71500
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a]
type = posset
trigger1 = 1
x = -130
y = -180+(root,pos Y*0.1)

[state a];プラズマチャージショチE��
type = Helper
trigger1 = !numhelper(71505)
trigger1 = root,command = "x"
id = 71505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18, 13
postype = p1
stateno = 71505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = changestate
trigger1 = var(33) >= 8
trigger2 = root,stateno = 181
trigger3 = root,stateno = 8010
value = 10510
;===========================================================================
;ガードシェル左下
;===========================================================================
[Statedef 71502]
type = A
ctrl = 0
anim = 71502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = Explod
trigger1 = time = 0
anim = 71500
id = 71500
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a]
type = posset
trigger1 = 1
x = -130
y = 0+(root,pos Y*0.1)

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = !numhelper(71506)
trigger1 = root,command = "x"
id = 71506
name = "Plasma Charge Shot"
sprpriority = 5
pos = 18, -13
postype = p1
stateno = 71505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = var(33) >= 8
trigger2 = root,stateno = 181
trigger3 = root,stateno = 8010
value = 10510
;===========================================================================
;ガードシェル右上
;===========================================================================
[Statedef 71503]
type = A
ctrl = 0
anim = 71503
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = Explod
trigger1 = time = 0
anim = 71500
id = 71500
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a]
type = posset
trigger1 = 1
x = 130
y = -180+(root,pos Y*0.1)

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = !numhelper(71507)
trigger1 = root,command = "x"
id = 71507
name = "Plasma Charge Shot"
sprpriority = 5
pos = -18, 13
postype = p1
stateno = 71505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = var(33) >= 8
trigger2 = root,stateno = 181
trigger3 = root,stateno = 8010
value = 10510
;===========================================================================
;ガードシェル右下
;===========================================================================
[Statedef 71504]
type = A
ctrl = 0
anim = 71504
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = Explod
trigger1 = time = 0
anim = 71500
id = 71500
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a]
type = posset
trigger1 = 1
x = 130
y = 0+(root,pos Y*0.1)

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = !numhelper(71508)
trigger1 = root,command = "x"
id = 71508
name = "Plasma Charge Shot"
sprpriority = 5
pos = -18, -13
postype = p1
stateno = 71505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = var(33) >= 8
trigger2 = root,stateno = 181
trigger3 = root,stateno = 8010
value = 10510
;===========================================================================
;ガードシェル弾
;===========================================================================
[Statedef 71505]
type = A
ctrl = 0
anim = 71509
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State a]
type = Explod
trigger1 = time = 0
anim = 71510
id = 71510
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1

[State 55500]
Type = BindToparent
trigger1 = time <= 2
Trigger1 = ishelper(71505)
Facing = 1
Pos = 18,13

[State 55500]
Type = BindToparent
trigger1 = time <= 2
Trigger1 = ishelper(71506)
Facing = 1
Pos = 18,-13

[State 55500]
Type = BindToparent
trigger1 = time <= 2
Trigger1 = ishelper(71507)
Facing = 1
Pos = -18,13

[State 55500]
Type = BindToparent
trigger1 = time <= 2
Trigger1 = ishelper(71508)
Facing = 1
Pos = -18,-13

[state a]
type = parentvaradd
trigger1 = time = 0
v = 33
value = 1

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,1
channel = 2


[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(71505)
x = cos((36)/(180/pi))*4
y = sin((36)/(180/pi))*4

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(71506)
x = cos((36)/(180/pi))*4
y = sin((36)/(180/pi))*-4

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(71507)
x = cos((36)/(180/pi))*-4
y = sin((36)/(180/pi))*4

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(71508)
x = cos((36)/(180/pi))*-4
y = sin((36)/(180/pi))*-4

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -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 = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = ifelse(root,var(26) = 1, 125,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Infinity Mijinion"
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 = changestate
trigger1 = time = 120
value = 511

;===========================================================================
;アローレイ
;===========================================================================
[Statedef 80500]
movetype = A
anim = 80500

[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 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = Root,anim = 265 || Root,anim = 662
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 260
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 26,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 262
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 263
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 264
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305 || Root,Anim = 622
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34



[State 60500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 60500]
type = Explod
trigger1 = FrontEdgeDist <= -1
anim = 80502
id = 80502
pos = 0,0
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60500]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 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];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Commander Yammark Extreme Mode"
trigger4 = enemy,name = "Split Mushroom"
trigger5 = enemy,name = "Vile MMHX"
trigger6 = enemy,name = "skiver"
trigger7 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger8 = enemy,name = "VAVA MK2"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 60500]
type = Velset
trigger1 = time = 0
x = 4.6

[State 60500, PosSet]
type = PosSet
trigger1 = 1
y = root, pos y - 30

[State 60500]
type = VarSet
trigger1 = !var(59)
trigger1 = FrontEdgeDist > -1
fvar(34) = ifelse(root,Command = "holddown", 1, 0)

[State 60500]
type = changestate
trigger1 = FrontEdgeDist <= -1
value = 80501

;===========================================================================
;(HELPERノーマルモード特殊武器６壁反射
;===========================================================================
[Statedef 80501]
type = A
ctrl = 0
anim = 80501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 60501, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 60501]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Commander Yammark Extreme Mode"
trigger4 = enemy,name = "Split Mushroom"
trigger5 = enemy,name = "Vile MMHX"
trigger6 = enemy,name = "skiver"
trigger7 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger8 = enemy,name = "VAVA MK2"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 60501]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 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 60501]
type = Explod
trigger1 = fvar(34) = 1
trigger1 = pos y >= 0
anim = 80503
id = 80503
pos = 0,0
vfacing = -1
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501];ネタ字幕
type = Explod
trigger1 = fvar(34) = 0
trigger1 = Pos Y < -190
anim = 80503
id = 80503
pos = 0,0
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = ifelse(fvar(34)=1,4,-4)

[state 60501]
type = destroyself
trigger1 = fvar(34) = 0
trigger1 = Pos Y < -190

[state 60501]
type = destroyself
trigger1 = fvar(34) = 1
trigger1 = pos y >= 0
;===========================================================================
;(HELPER)ノーマルモード特殊武器チャージ６攻撃
;===========================================================================
[Statedef 81500]
type = A
ctrl = 0
anim = 81500
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[効果音]

[State 61501, flag]
Type = AssertSpecial
Trigger1 = 1 ;常時
flag = Noshadow
;---------------------[速度]
[State 61501]
type = posset
trigger1 = time = 0
y = 180

[State 61501]
type = veladd
trigger1 = animelem = 1
y = -20

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Commander Yammark Extreme Mode"
trigger4 = enemy,name = "Split Mushroom"
trigger5 = enemy,name = "Vile MMHX"
trigger6 = enemy,name = "skiver"
trigger7 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger8 = enemy,name = "VAVA MK2"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1



;---------------------[攻撃]
[State 61501, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,94)*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s551
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -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 61501]
type = changestate
trigger1 = screenpos y < -400
value = 11511


;===========================================================================
;打撃・衝撃属性弱点エフェ
;===========================================================================
[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 = 250,1
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

;===========================================================================
;氷弱点エフェ
;===========================================================================
[Statedef 20600]
type = A
ctrl = 0
anim = 20600
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 = 250,8
channel = 5
volume = 1

[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
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

;===========================================================================
;炎弱点エフェ
;===========================================================================
[Statedef 30600]
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 = 30600
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 = 30600
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 = 30600
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 = 30600
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 = 30600
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 = 30600
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 = 30600
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 = 30600
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 = 30600
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 = 250,2
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
;===========================================================================
;鉄属性弱点エフェ
;===========================================================================
[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%8 = 0
anim = 40600
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 = 250,1
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

;===========================================================================
;打撃・衝撃属性弱点エフェ
;===========================================================================
[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%8 = 0
anim = 50600
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 = 250,1
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

;===========================================================================
;水弱点エフェ
;===========================================================================
[Statedef 60600]
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 a]
type = PlaySnd
trigger1 = time = 1
value = 250,3
channel = 5
volume = 1

[State 2002, Explod]
type = Explod
trigger1 = time%5 = 0
anim = 60600
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1.6,1.6
ontop = 1
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

;===========================================================================
;打撃・衝撃属性弱点エフェ
;===========================================================================
[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%8 = 0
anim = 70600
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 = 250,1
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

;===========================================================================
;光弱点エフェ
;===========================================================================
[Statedef 80600]
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 = 80600
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 = 250,4
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

;---------------------------------------------------------------------------
; ギガアタック
[Statedef 2000]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a];エネルギーチャージ(ノ��E�Eマル)
type = varset
trigger1 = var(30) < 3
fv = 38
value = -600


[State a]
type = PlaySnd
trigger1 = time = 1
value = 701,1

[State 0]
type = turn
trigger1 = time = 0
trigger1 = var(59) > 0
trigger1 = p2dist x < 0

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 2001

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 2000

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[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 = 14
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = anim = 2000
trigger2 = animelem = 3
trigger2 = anim = 2001
value = 2000,4

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 2
id = 2002
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 2002
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 = 4
trigger1 = anim = 2000
trigger2 = animelem = 3
trigger2 = anim = 2001
id = 2004
name = "Plasma Charge Shot"
sprpriority = 5
pos = 48, -21
postype = p1
stateno = 2004
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 = 6
trigger1 = anim = 2000
trigger2 = animelem = 5
trigger2 = anim = 2001
id = 2005
name = "Plasma Charge Shot"
sprpriority = 5
pos = 48, -21
postype = p1
stateno = 2005
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = time >= ifelse(var(30)=3,75,225)
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = time >= ifelse(var(30)=3,75,225)
value = 111
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)サーベル本佁E
[Statedef 2002]
type = A
ctrl = 0
anim = ifelse(root,anim=2000,2002,2003)
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関俁E
[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

;---------------------[ヘルパ��E]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 125*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 2004]
type = A
movetype = A
physics = N
ctrl = 0

[State 0]
type = ChangeAnim
trigger1 = anim != 7055
value = 7055

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7001,ifelse(root,var(30)<3,0,1)


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 0]
type = Varadd
trigger1 = gametime%3
v = 10
value = 2

[State 0]
type = turn
trigger1 = root,facing = -1 && facing = 1 && root,stateno != 430
trigger2 = root, facing = 1 && facing = -1 && root,stateno != 430
trigger3 = root,facing =  facing 
trigger3 = root,stateno = 2000

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0]
type = ChangeState
trigger1 = time = 180
value =  511
ctrl = 0

[State 0]
type = posSet
trigger1 = 1
x = parent,pos x+ -50*sin(id*8.5 +var(10)*(pi/50))
y = parent,pos y-20 + 50*cos(id*8.5 + var(10)*(pi/50))

[State 0]
type = null;Playsnd
triggerall= parent,NumProjID(720) < 4
trigger1 =  command = "y" 
trigger2 = parent,var(59) !=0
trigger2 = time%10
value = S200,3
volumescale = 100
channel = random%3

[State 0]
type = HitDef
trigger1 = timemod = 10,0
attr = A, HA
damage    = 62*(1+((root,var(30)=3)*0.5)), 0
animtype = hard
air.animtype = hard
guardflag = MA
sparkno = s560 + random%4
sparkxy = -15,5
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = High
ground.slidetime = 4
ground.hittime  = 6
ground.velocity = -1.5,-1.0
air.animtype = Back
air.velocity = -1.5,-1.0
air.juggle = 2

[State 0]
type = null;DestroySelf
trigger1 =var(5) >= 200
trigger2= HitCount > 20
trigger3= var(5) = -1
;trigger4 = root,stateno = 620 && root, var(11) = 3
;trigger5 = var(30) > 50

;(HELPER)冁E
[Statedef 2005]
type = A
movetype = A
physics = N
ctrl = 0

[State 0]
type = ChangeAnim
trigger1 = anim != 7055
value = 7055

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 7000,0
dest = 7001,ifelse(root,var(30)<3,0,1)


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 0]
type = Varadd
trigger1 = gametime%3
v = 10
value = -2

[State 0]
type = turn
trigger1 = root,facing = 1 && facing = -1 && root,stateno != 430
trigger2 = root, facing = -1 && facing = 1 && root,stateno != 430
trigger3 = root,facing =  facing 
trigger3 = root,stateno = 2000

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0]
type = HitOverride
trigger1 = 1
stateno= 511
attr = SCA,AP
slot = 0
time = -1

[State 0]
type = ChangeState
trigger1 = time = 180
value =  511
ctrl = 0

[State 0]
type = HitBy
trigger1 = 1
value2 = SCA,AP,SP
time = 1
persistent =1

[State 0]
type = posSet
trigger1 = 1
x = parent,pos x+ -50*sin(id*-8.5 - var(10)*(pi/50))
y = parent,pos y-20 + -50*cos(id*-8.5 - var(10)*(pi/50))

[State 0]
type = HitDef
trigger1 = timemod = 10,0
attr = A, HA
damage = 62*(1+((root,var(30)=3)*0.5)), 0
animtype = hard
air.animtype = hard
guardflag = MA
sparkno = s560 + random%4
sparkxy = -15,5
hitsound   = s400,3
guardsound = s200,4
guard.sparkno = s555
ground.type = High
ground.slidetime = 4
ground.hittime  = 6
ground.velocity = -1.5,-1.0
air.animtype = Back
air.velocity = -1.5,-1.0
air.juggle = 2

[State 0]
type = DestroySelf
trigger1 = time >= 200



;---------------------------------------------------------------------------
;存在解放・滅光「落鳳之型」
[Statedef 2010]
type = S
ctrl = 0
velset = 0,0
anim = 2010
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)=3,0,powermax)

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[State a]
type = PlaySnd
trigger1 = time = 1
value = 701,2

[state a];エネルギーチャージ(ノ��E�Eマル)
type = varset
trigger1 = var(30) < 3
fv = 38
value = -600


[State 0]
type = turn
trigger1 = time = 0
trigger1 = var(59) > 0
trigger1 = p2dist x < 0

[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 = varset
trigger1 = 1
v = 14
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State a]
type = Explod
trigger1 = time = 0
anim = 2021
id = 2020
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -2
under = 0
trans = add
alpha = 256,256
ownpal = 1
pausemovetime = 999999

[State a]
type = Explod
trigger1 = time = 41
anim = 2020
id = 2020
sprpriority = 2
postype = p1
pos = 12,0
bindtime = -2
under = 0
trans = add
alpha = 256,256
ownpal = 1
pausemovetime = 999999

;---------------------[効果音]


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 41
value = 1500, 1
channel = 1

[State a]
type = PlaySnd
trigger1 = time = 45
value = 1500,2


;---------------------[攻撃]


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 45
id = 2011
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
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 = time = 45
id = 2012
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
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 = time = 45
id = 2013
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
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 = time = 45
id = 2014
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
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 = time = 45
id = 2015
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
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 = time = 45
id = 2016
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
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 = time = 45
id = 2017
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
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 = time = 45
id = 2018
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
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 = time = 45
id = 2019
name = "Plasma Charge Shot"
sprpriority = 5
pos = 12, 0
postype = p1
stateno = 2011
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2011]
type = A
ctrl = 0
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 = 256,256

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

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2011)
value = 2011

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2012)
value = 2012

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2013)
value = 2013

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2014)
value = 2014

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2015)
value = 2015

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2016)
value = 2016

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2017)
value = 2017

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2018)
value = 2018

[State 17120, VelSet]
type = changeanim
trigger1 = time = 0
trigger1 = ishelper(2019)
value = 2019


[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2011)
x = 8
y = 0

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2019)
x = -8
y = 0

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2012)
x = 7.2
y = -3.2

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2018)
x = -7.2
y = -3.2

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2013)
x = 5.6
y = -5.6

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2017)
x = -5.6
y = -5.6

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2014)
x = 3.2
y = -7.2

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2016)
x = -3.2
y = -7.2

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = ishelper(2015)
x = 0
y = -8

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

[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 = time%3 = 0
trigger2 = root,var(44)>=1&&1
attr = A, HP
animtype  = hard
damage    = 62*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s532
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
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 74500, 20]
type = ChangeState
trigger1 = time = 200
value = 511

;---------------------------------------------------------------------------
;存在解放・幻夢「蒼天之型」
[Statedef 2030]
type = S
ctrl = 0
velset = 0,0
anim = 2030
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)=3,0,powermax)

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[State a]
type = PlaySnd
trigger1 = time = 1
value = 701,0

[state a];エネルギーチャージ(ノ��E�Eマル)
type = varset
trigger1 = var(30) < 3
fv = 38
value = -600


[State 0]
type = turn
trigger1 = time = 0
trigger1 = var(59) > 0
trigger1 = p2dist x < 0

[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 = varset
trigger1 = 1
v = 14
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = anim = 2000
trigger2 = animelem = 3
trigger2 = anim = 2001
value = 2000,4

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 2031
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 2031
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 = time = 48
id = 2032
name = "Plasma Charge Shot"
sprpriority = 5
pos = 44, -95
postype = p1
stateno = 2032
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;(HELPER)サーベル本体
[Statedef 2031]
type = A
ctrl = 0
anim = 2031
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 1
pos = 0,0
[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 400,2

[State a]
type = PlaySnd
trigger1 = animelem = 25
value = 2500,2

[State a]
type = PlaySnd
trigger1 = animelem = 25
value = 2500,3


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

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

;---------------------[速度]

;---------------------[当身関係]
[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

;---------------------[ヘルパー]

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
trigger3 = root,var(44)>=1&&1
attr = A, HA
animtype  = hard
damage    = 250*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = 0,0
hitsound   = s400,3
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
;---------------------[]
[state a]
type = destroyself
trigger1 = root,stateno != 2030


[state a]
type = changestate
trigger1 = animtime = 0
value = 511

;---------------------------------------------------------------------------
[Statedef 2032];電刃零衝撃波
type = A
ctrl = 0
anim = 2032
movetype = A
physics = N
sprpriority = 6

[state a]
type = velset
trigger1 = time = 5
x = 15

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State a]
type = PlaySnd
trigger1 = time = 1
value = 2500,3

[State 210, 2]
type = HitDef
trigger1 = time = 0
trigger2 = root,var(44)>=1&&1
attr = A, SA
animtype  = hard
damage    = 250*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = -10,-10
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
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 = 511

;---------------------------------------------------------------------------
[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 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) = 0
trigger1 = time = 0
value = 8000,0

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) > 0
trigger1 = time = 0
value = 8000,10

[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 = 999999
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 != 20010
trigger1 = root,stateno = 106
trigger1 = root,animelem = 1
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
trigger4 = root,anim = 62
trigger5 = root,anim = 64
value = 20100

[state a]
type = changeanim
triggerall = anim != 20060
trigger1 = root,stateno = 105
value = 20060

[state a]
type = changeanim
triggerall = anim != 20070
trigger1 = root,stateno = 700
trigger2 = root,stateno = 701
trigger3 = root,stateno = 702
trigger4 = root,stateno = 703
value = 20070

[state a]
type = changeanim
triggerall = anim != 20080
trigger1 = root,stateno = 704
value = 20080

[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,numhelper(31500) > 0
trigger21 = root,numhelper(31530) > 0
trigger22 = root,stateno = 1000
trigger22 = root,stateno = 2000
trigger23 = root,stateno = 222
trigger24 = root,stateno = 61
trigger25 = root,stateno = 2010
trigger26 = root,stateno = 2030
trigger27 = root,stateno = 216
trigger28 = root,stateno = 62
trigger29 = root,stateno = 63
trigger30 = root,fvar(31) > 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,numhelper(31500) < 1 
trigger1 = root,numhelper(31530) < 1
trigger1 = root,stateno != 2000
trigger1 = root,stateno != 222
trigger1 = root,stateno != [61,63]
trigger1 = root,stateno != 2010
trigger1 = root,stateno != 2030
trigger1 = root,stateno != 216
trigger1 = root,fvar(31) = 0
trigger1 = root,stateno != [105,106]
trigger1 = root,stateno != [700,704]
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 = root,stateno!=60
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[state a]
type = hitby
trigger1 = root,stateno=60
value = SCA,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, ifelse(root,var(59)=0,0,1)

[state a];エネルギーチャージ(ノ��Eマル)
type = parentvaradd
trigger1 = time = 0
trigger1 = root,fvar(38) <= 1
fv = 38
value = (var(1)) * .64

[State 200, 1]
type = PlaySnd
trigger1 = root,fvar(38) < 0.98
trigger1 = time = 0
value = 613,23

[State 200, 1]
type = PlaySnd
trigger1 = root,fvar(38) = 0.99
trigger1 = time = 0
value = 613,24

[State 200, 1]
type = PlaySnd
trigger1 = time = 1
value = 3000, random%3

[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 = null;parentvarset
trigger1 = 1
trigger1 = root,var(30) = 3
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) < 3
trigger1 = time = 76
trigger2 = root,var(30) = 3
trigger2 = time = 114
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Shadow Armor+" || p4name = "Shadow Armor+")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(51) > 0
trigger1 = time = 0
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 = p2stateno = 610 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 611 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 612 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 613 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 614 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 615 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 616 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 617 && P2MoveType=A
trigger8 = time = 1
trigger9 = p2stateno = 618 && P2MoveType=A
trigger9 = time = 1
trigger10 = p2stateno = 619 && P2MoveType=A
trigger10 = time = 1
trigger11 = p2stateno = 620 && P2MoveType=A
trigger11 = 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
anim = 3000
velset = 0,0
physics = N
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 = 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

[state a]
type = changeanim
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
trigger1 = p2stateno = 610 && P2MoveType=A
trigger2 = p2stateno = 611 && P2MoveType=A
trigger3 = p2stateno = 612 && P2MoveType=A
trigger4 = p2stateno = 613 && P2MoveType=A
trigger5 = p2stateno = 614 && P2MoveType=A
trigger6 = p2stateno = 615 && P2MoveType=A
trigger7 = p2stateno = 616 && P2MoveType=A
trigger8 = p2stateno = 617 && P2MoveType=A
trigger9 = p2stateno = 618 && P2MoveType=A
trigger10 = p2stateno = 619 && P2MoveType=A
trigger11 = p2stateno = 620 && P2MoveType=A
value = 3001


[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 = 621 && enemy,animelem = 5
x = -6.2
y = -2.8

[state a]
type = veladd
trigger1 = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 621 && 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 = velset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 610 && P2MoveType=A
trigger2 = p2stateno = 611 && P2MoveType=A
trigger3 = p2stateno = 612 && P2MoveType=A
trigger4 = p2stateno = 613 && P2MoveType=A
trigger5 = p2stateno = 614 && P2MoveType=A
trigger6 = p2stateno = 615 && P2MoveType=A
trigger7 = p2stateno = 616 && P2MoveType=A
trigger8 = p2stateno = 617 && P2MoveType=A
trigger9 = p2stateno = 618 && P2MoveType=A
trigger10 = p2stateno = 619 && P2MoveType=A
trigger11 = p2stateno = 620 && P2MoveType=A
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 = 610 && P2MoveType=A
trigger2 = p2stateno = 611 && P2MoveType=A
trigger3 = p2stateno = 612 && P2MoveType=A
trigger4 = p2stateno = 613 && P2MoveType=A
trigger5 = p2stateno = 614 && P2MoveType=A
trigger6 = p2stateno = 615 && P2MoveType=A
trigger7 = p2stateno = 616 && P2MoveType=A
trigger8 = p2stateno = 617 && P2MoveType=A
trigger9 = p2stateno = 618 && P2MoveType=A
trigger10 = p2stateno = 619 && P2MoveType=A
trigger11 = p2stateno = 620 && P2MoveType=A
x = enemynear,pos X +30+ifelse(enemynear,facing=1,0,-60)
y = -5

[state a]
type = changeanim
triggerall = time = 0
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
trigger1 = enemy,var(17) < 0
trigger1 = time = 0
value = 3002

[state a]
type = veladd
triggerall = time = 0
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
triggerall = enemy,var(17) < 0
trigger1 = pos y < 0
x = 0
y = 0.26

[state a]
type = veladd
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
triggerall = enemy,var(17) < 0
trigger1 = pos y > 0
x = 0
y = 0



[state a]
type = posset
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
triggerall = enemy,var(17) < 0
trigger1 = pos y > 0
y = 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 = 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

;---------------------------------------------------------------------------
[Statedef 3010]
type = S
movetype = I
anim = 3010
velset = 0,0
physics = N
ctrl = 0

[state a]
type = velset
trigger1 = 1
x = 0

[state a]
type = veladd
trigger1 = pos Y < 0
y = 0.68 * Const(size.yscale)

[state a]
type = posset
trigger1 = pos y > 0
y = 0


[state a]
type = statetypeset
trigger1 = pos y < 0
statetype = A

[state a]
type = statetypeset
trigger1 = pos y = 0
statetype = S

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
value = 3011

;---------------------------------------------------------------------------
[Statedef 3011]
type = S
movetype = I
anim = 3011
velset = 0,0
physics = N
ctrl = 0

[state a]
type = velset
trigger1 = 1
x = 0

[state a]
type = veladd
trigger1 = pos Y < 0
y = 0.68 * Const(size.yscale)

[state a]
type = posset
trigger1 = pos y > 0
y = 0


[state a]
type = statetypeset
trigger1 = pos y < 0
statetype = A

[state a]
type = statetypeset
trigger1 = pos y = 0
statetype = 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

;---------------------------------------------------------------------------
; 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 = root,Anim = 181
trigger1 = animelemtime(5) >= 0
trigger2 = FVar(20) <= -0.15 || FVar(21) <= -0.15
trigger3 = Root, Anim = 5150
trigger4 = root,stateno = 8020
trigger4 = root,animelem = 1

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