;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

;==========================================================================
;ダッシュタックル
;==========================================================================
[state -2,a]
type = varset
trigger1 = 1
v = 27
value = 1


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

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

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

;*(1+(root,fvar(29)-0.5))



[State 170, 7]
type = varset
trigger1 = stateno != 1146
fvar(29) = fvar(30)




























;--------------------
; Can't KO CPU from F1
[State -2, VarSet]
type = VarSet
trigger1 = Var(20) < 0
trigger1 = Life > Var(50)
trigger1 = ifelse(Name = "CommandMissionX",var(59) >= 1,1)
ignorehitpause = 1
var(50) = Life

[State -2, LifeSet]
type = LifeSet
trigger1 = Var(20) < 0
trigger1 = ifelse(Name = "CommandMissionX",var(59) >= 1,1)
ignorehitpause = 1
value = Var(50)

[State -2, VarAdd]
type = VarAdd
trigger1 = Var(20) < 0
trigger1 = Life <= Var(50)
trigger1 = ifelse(Name = "CommandMissionX",var(59) >= 1,1)
ignorehitpause = 1
var(50) = (-var(15))

[State -2, VarSet]
type = VarSet
triggerall = (p2name = "Command Mission X" || p4name = "Command Mission X")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1452
trigger1 = time >  1
var(50) = 0

[state a]
type = LifeSet
triggerall = (p2name = "Command Mission X" || p4name = "Command Mission X")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1452
value = 0

[State -2, VarAdd]
type = VarAdd
triggerall = (p2name = "Command Mission X" || p4name = "Command Mission X")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1452
trigger1 = time = 1
var(50) = -Life

[state -2, a];AIフラグ
type = varset
trigger1 = 1
v = 59
value = 1

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
v = 30
value = 0

[state -2, a]
type = varset
trigger1 = palno = 10
v = 30
value = 1

[state -2, a]
type = varset
trigger1 = palno = 11
v = 30
value = 2

[state -2, a]
type = varset
trigger1 = palno = 12
v = 30
value = 3

[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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------


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

[State -2,MsgSelect]
type = VarRandom
triggerall = !var(24)
trigger1 = enemy,name != "Final Sigma W"
trigger1 = enemy,name != "Omega Zero"
trigger1 = enemy,name != "Zero"
trigger1 = enemy,name != "Maverick Hunter Zero"
v = 43
range = 1,11

[State -2,Quotes]
type = VictoryQuote
triggerall = !var(24)
trigger1 = enemy,name = "Final Sigma W"
value = 95

[State -2,Quotes]
type = VictoryQuote
triggerall = !var(24)
trigger1 = enemy,name = "Omega Zero"
value = 91

[State -2,Quotes]
type = VictoryQuote
triggerall = !var(24)
trigger1 = enemy,name = "Zero"
trigger2 = enemy,name = "Maverick Hunter Zero"
value = 93

[State -2,Quotes]
type = VictoryQuote
triggerall = !var(24)
trigger1 = enemy,name = "Maverick Hunter Zero"
value = 96

[State -2,Quotes]
type = VictoryQuote
triggerall = !var(24)
trigger1 = enemy,name != "Final Sigma W"
trigger1 = enemy,name != "Omega Zero"
trigger1 = enemy,name != "Rockman X"
trigger1 = enemy,name != "Maverick Hunter Zero"
value = Var(43)


[State -2,Quotes]
type = VictoryQuote
trigger1 = var(24)
value = var(24)+20






[State 170, 7]
type = varset
trigger1 = var(27) >= 1
v = 27
value = 1

[State 170, 7]
type = varset
trigger1 = var(27) <= 0
v = 27
value = 0

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


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

[state -2, a]
type = varset
trigger1 = palno = 10 && !win
v = 31
value = 1

[state -2, a]
type = varset
trigger1 = palno = 11 && !win
v = 31
value = 2

[State 170, 7]
type = varset
trigger1 = roundstate = 1
v = 24
value = 0

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

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

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

[State -3, Super Finish]
type = Helper
triggerAll = WinKO
triggerAll = RoundState = 3 && ( !NumHelper(1151) && !NumHelper(1150))
trigger1 = MoveHit = 1 && (StateNo = [1120,1149])
trigger1 = var(47) := StateNo
trigger2 = NumHelper(1122)
trigger2 = Helper(1122), StateNo = [1122, 1123]
trigger2 = var(47) := 1120
trigger3 = NumHelper(1132)
trigger3 = Helper(1132), StateNo = [1132, 1133]
trigger3 = var(47) := 1130
trigger4 = NumHelper(7503)
trigger4 = Helper(7503), StateNo = [7501, 7503]
trigger4 = var(47) := 7503
trigger5 = NumHelper(1128)
trigger5 = Helper(1128), StateNo = [1122, 1123]
trigger5 = var(47) := 1121
trigger6 = NumHelper(1138)
trigger6 = Helper(1138), StateNo = [1132, 1133]
trigger6 = var(47) := 1137
trigger7 = NumHelper(1116)
trigger7 = Helper(1116), StateNo = 1116
trigger7 = var(47) := 1136
trigger8 = NumHelper(1117)
trigger8 = Helper(1117), StateNo = 1116
trigger8 = var(47) := 1136
trigger9 = NumHelper(1118)
trigger9 = Helper(1118), StateNo = 1116
trigger9 = var(47) := 1136
trigger10 = NumHelper(1119)
trigger10 = Helper(1119), StateNo = 1116
trigger10 = var(47) := 1136
trigger11 = NumHelper(6250)
trigger11 = Helper(6250), StateNo = 6250
trigger11 = var(47) := 1141
trigger12 = NumHelper(6251)
trigger12 = Helper(6251), StateNo = [6251, 6252]
trigger12 = var(47) := 1142
trigger13 = NumHelper(6253)
trigger13 = Helper(6253), StateNo = [6253, 6254]
trigger13 = var(47) := 1143
trigger14 = NumHelper(6255)
trigger14 = Helper(6255), StateNo = [6255, 6256]
trigger14 = var(47) := 1144
trigger15 = NumHelper(6257)
trigger15 = Helper(6257), StateNo = [6257, 6258]
trigger15 = var(47) := 1145
trigger16 = NumHelper(6260)
trigger16 = Helper(6260), StateNo = 6260
trigger16 = var(47) := 1146
helperType = Normal
stateNo = 1150
ID = 1150
name = "Super Finish"
posType = left
pos = 160,-120
ownPal = 1
pauseMoveTime = 255
superMoveTime = 255
ignoreHitPause = 1

[State -3, Super Finish]
type = Helper
triggerAll = WinKO
triggerAll = RoundState = 3 && ( !NumHelper(1151) && !NumHelper(1150))
trigger1 = MoveHit = 1 && (StateNo = [1112,1119])
trigger1 = var(47) := StateNo
trigger2 = NumHelper(1115)
trigger2 = Helper(1115), StateNo = 1115
trigger2 = var(47) := 1112
trigger3 = NumHelper(1116)
trigger3 = Helper(1116), StateNo = 1116
trigger3 = var(47) := 1113
trigger4 = NumHelper(1117)
trigger4 = Helper(1117), StateNo = 1116
trigger4 = var(47) := 1113
trigger5 = NumHelper(1118)
trigger5 = Helper(1118), StateNo = 1116
trigger5 = var(47) := 1113
trigger6 = NumHelper(1119)
trigger6 = Helper(1119), StateNo = 1116
trigger6 = var(47) := 1113
helperType = Normal
stateNo = 1151
ID = 1151
name = "Super Finish"
posType = left
pos = 160,-120
ownPal = 1
pauseMoveTime = 255
superMoveTime = 255
ignoreHitPause = 1

[State 170, 7]
type = varadd
triggerall = life > Lifemax/4
triggerall = fvar(37) < 1
triggerall = fvar(30) < 1
triggerall = !Numhelper(31530)
trigger1 = roundstate = 2
trigger1 = gametime % 15 = 14
fv = 30
value = 0.00001

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


[state -2]
type = varset
triggerall = stateno = [1450,1451]
trigger1 = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger2 = p2name = "First Armor" || p4name = "First Armor"
trigger3 = p2name = "Omega Zero" || p4name = "Omega Zero"
trigger4 = p2name = "iXplayer" || p4name = "iXplayer"
trigger5 = p2name = "Ultimate Armor" || p4name = "Ultimate Armor"
trigger6 = p2name = "Megaman X Unlimited Potential" || p4name = "Megaman X Unlimited Potential"
trigger7 = p2name = "Gaea Armor" || p4name = "Gaea Armor"
trigger8 = p2name = "Shadow Armor" || p4name = "Shadow Armor"
trigger9 = p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero"
trigger10 = p2name = "Zero X1 Maverick Hunter" || p4name = "Zero X1 Maverick Hunter"
trigger11 = p2name = "UltimateArmorSFC" || p4name = "UltimateArmorSFC"
trigger12 = p2name = "Zero_X2" || p4name = "Zero_X2"
trigger13 = p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor"
v = 28
value = 1

[state -2]
type = varset
trigger1 = stateno != [1450,1451]
v = 28
value = 0


;==========================================================================
;ステージ判定(0：通常　1：水中　2：炎)
;==========================================================================
[State 5900, Activate Cage Automatically]
type = VarSet
trigger1 = StageVar(Info.Name) != "Area F5"
trigger1 = StageVar(Info.Name) != "RMX2 Deep Sea Base"
trigger1 = StageVar(Info.Name) != "RMZ1 UnderWater"
trigger1 = StageVar(Info.Name) != "RMXA Sinking base"
fv = 36
value = 0

[State 5900, Activate Cage Automatically]
type = VarSet
trigger1 = StageVar(Info.Name) = "Area F5"
trigger2 = StageVar(Info.Name) = "RMX2 Deep Sea Base"
trigger3 = StageVar(Info.Name) = "RMZ1 UnderWater"
trigger4 = StageVar(Info.Name) = "RMXA Sinking base"
fv = 36
value = 1

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

;パワーゲージ
[State -2]
type = helper
triggerall = !NumHelper(8900)
triggerall = var(30) = 3
trigger1 = roundstate = 2
helpertype = normal
name = "gauge"
stateno = 8900
ID = 8900
pos = 0,10
postype = P1
keyctrl = 0
pausemovetime = 99999999
supermovetime = 99999999


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


[state -2, a]
type = varset
trigger1 = (Var(58) = 4 && (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")) && var(31) = 0
trigger2 = (Var(58) = 4 && (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")) && var(31) = 0
trigger3 = (Var(58) = 4 && (p2name = "colonel_X4" || p4name = "colonel_X4")) && var(31) = 0
trigger4 = (Var(58) = 4 && (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")) && var(31) = 0
trigger5 = (Var(58) = 3 && (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")) && var(31) = 0
trigger6 = (Var(58) = 3 && (p2name = "Final Sigma W" || p4name = "Final Sigma W")) && var(31) = 0
trigger7 = (Var(58) = 3 && (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")) && var(31) = 0
trigger8 = (Var(58) = 7 && (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")) && var(31) = 0
trigger9 = (Var(58) = 2 && (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")) && var(31) = 0
trigger10 = (Var(58) = 1 && (p2name = "Dynamo" || p4name = "Dynamo")) && var(31) = 0
trigger11 = (Var(58) = 8 && (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")) && var(31) = 0
trigger12 = (Var(58) = 8 && (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")) && var(31) = 0
trigger13 = (Var(58) = 5 && (p2name = "iris_X4" || p4name = "iris_X4")) && var(31) = 0
trigger14 = (Var(58) = 6 && (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")) && var(31) = 0
trigger15 = (Var(58) = 3 && (p2name = "Split Mushroom" || p4name = "Split Mushroom")) && var(31) = 0
trigger16 = (Var(58) = 2 && (p2name = "Vile MMHX" || p4name = "Vile MMHX")) && var(31) = 0
trigger17 = (Var(58) = 6 && (p2name = "skiver" || p4name = "skiver")) && var(31) = 0
trigger18 = (Var(58) = 6 && (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")) && var(31) = 0
trigger19 = (Var(58) = 1 && (p2name = "mattrex" || p4name = "mattrex")) && var(31) = 0
trigger20 = (Var(58) = 1 && (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")) && var(31) = 0
trigger21 = (Var(58) = 1 && (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen") && var(31) = 0
trigger22 = (Var(58) = 5 && (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")) && var(31) = 0
trigger23 = (Var(58) = 5 && (p2name = "spike rosered" || p4name = "spike rosered")) && var(31) = 0
trigger24 = (Var(58) = 5 && (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")) && var(31) = 0
trigger25 = ((Var(58) = 3 || Var(58) = 4) && (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")) && var(31) = 0
trigger26 = ((Var(58) = 2 || Var(58) = 5 || Var(58) = 8) && (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")) && var(31) = 1
trigger27 = ((Var(58) = 2 || Var(58) = 5 || Var(58) = 8) && (p2name = "Final Sigma W" || p4name = "Final Sigma W")) && var(31) = 1
trigger28 = ((Var(58) = 2 || Var(58) = 5 || Var(58) = 8) && (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")) && var(31) = 1
trigger29 = ((Var(58) = 1 || Var(58) = 3 || Var(58) = 4 || Var(58) = 6 || Var(58) = 7) && (p2name = "iris_X4" || p4name = "iris_X4")) && var(31) = 1
trigger30 = ((Var(58) = 2 || Var(58) = 5 || Var(58) = 8) && (p2name = "Split Mushroom" || p4name = "Split Mushroom")) && var(31) = 1
trigger31 = ((Var(58) = 1 || Var(58) = 3 || Var(58) = 4 || Var(58) = 6 || Var(58) = 7) && (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")) && var(31) = 1
trigger32 = ((Var(58) = 1 || Var(58) = 3 || Var(58) = 4 || Var(58) = 6 || Var(58) = 7) && (p2name = "spike rosered" || p4name = "spike rosered")) && var(31) = 1
trigger33 = ((Var(58) = 1 || Var(58) = 3 || Var(58) = 4 || Var(58) = 6 || Var(58) = 7) && (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")) && var(31) = 1
trigger34 = ((Var(58) = 2 || Var(58) = 5 || Var(58) = 8) && (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")) && var(31) = 1
trigger35 = ((Var(58) = 3 || Var(58) = 4) && (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")) && var(31) = 2
trigger36 = ((Var(58) = 3 || Var(58) = 4) && (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")) && var(31) = 2
trigger37 = ((Var(58) = 1 || Var(58) = 7 || Var(58) = 8) && (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")) && var(31) = 2
trigger38 = ((Var(58) = 1 || Var(58) = 7 || Var(58) = 8) && (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")) && var(31) = 2
trigger39 = ((Var(58) = 2 || Var(58) = 5 || Var(58) = 6) && (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")) && var(31) = 2
trigger40 = ((Var(58) = 1 || Var(58) = 2 || Var(58) = 4 || Var(58) = 6 || Var(58) = 7 || Var(58) = 8) && (p2name = "Vile MMHX" || p4name = "Vile MMHX")) && var(31) = 2
trigger41 = ((Var(58) = 2 || Var(58) = 4 || Var(58) = 5 || Var(58) = 6) && (p2name = "skiver" || p4name = "skiver")) && var(31) = 2
trigger42 = ((Var(58) = 2 || Var(58) = 5 || Var(58) = 6) && (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")) && var(31) = 2
trigger43 = ((Var(58) = 2 || Var(58) = 3 || Var(58) = 4) && (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")) && var(31) = 2
trigger44 = (Var(58) = 2 || Var(58) = 6) && (p2name = "VAVA MK2" || p4name = "VAVA MK2") && var(31) = 0
trigger45 = (Var(58) = 2 || Var(58) = 3 || Var(58) = 5 || Var(58) = 6) && (p2name = "VAVA MK2" || p4name = "VAVA MK2") && var(31) = 2
trigger46 = (Var(58) = 5 && (p2name = "Blizzard Wolfang" || p4name = "Blizzard Wolfang")) && var(31) = 0
trigger47 = ((Var(58) = 1 || Var(58) = 3 || Var(58) = 4 || Var(58) = 6 || Var(58) = 7) && (p2name = "Blizzard Wolfang" || p4name = "Blizzard Wolfang")) && var(31) = 1
trigger48 = (Var(58) = 2 && (p2name = "Mac" || p4name = "Mac")) && var(31) = 0
trigger49 = (Var(58) = 3 && (p2name = "Mac" || p4name = "Mac")) && var(31) = 2
v = 26
value = 1

[state -2, a]
type = varset
trigger1 = (Var(58) != 4 && (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")) && var(31) = 0
trigger2 = (Var(58) != 4 && (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")) && var(31) = 0
trigger3 = (Var(58) != 4 && (p2name = "colonel_X4" || p4name = "colonel_X4")) && var(31) = 0
trigger4 = (Var(58) != 4 && (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")) && var(31) = 0
trigger5 = (Var(58) != 3 && (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")) && var(31) = 0
trigger6 = (Var(58) != 3 && (p2name = "Final Sigma W" || p4name = "Final Sigma W")) && var(31) = 0
trigger7 = (Var(58) != 3 && (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")) && var(31) = 0
trigger8 = (Var(58) != 7 && (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")) && var(31) = 0
trigger9 = (Var(58) != 2 && (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")) && var(31) = 0
trigger10 = (Var(58) != 1 && (p2name = "Dynamo" || p4name = "Dynamo")) && var(31) = 0
trigger11 = (Var(58) != 8 && (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")) && var(31) = 0
trigger12 = (Var(58) != 8 && (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")) && var(31) = 0
trigger13 = (Var(58) != 5 && (p2name = "iris_X4" || p4name = "iris_X4")) && var(31) = 0
trigger14 = (Var(58) != 6 && (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")) && var(31) = 0
trigger15 = (Var(58) != 3 && (p2name = "Split Mushroom" || p4name = "Split Mushroom")) && var(31) = 0
trigger16 = (Var(58) != 2 && (p2name = "Vile MMHX" || p4name = "Vile MMHX")) && var(31) = 0
trigger17 = (Var(58) != 6 && (p2name = "skiver" || p4name = "skiver")) && var(31) = 0
trigger18 = (Var(58) != 6 && (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")) && var(31) = 0
trigger19 = (Var(58) != 1 && (p2name = "mattrex" || p4name = "mattrex")) && var(31) = 0
trigger20 = (Var(58) != 1 && (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")) && var(31) = 0
trigger21 = (Var(58) != 1 && (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen") && var(31) = 0
trigger22 = (Var(58) != 5 && (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")) && var(31) = 0
trigger23 = (Var(58) != 5 && (p2name = "spike rosered" || p4name = "spike rosered")) && var(31) = 0
trigger24 = (Var(58) != 5 && (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")) && var(31) = 0
trigger25 = ((Var(58) != 3 && Var(58) != 4) && (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")) && var(31) = 0
trigger26 = ((Var(58) != 2 && Var(58) != 5 && Var(58) != 8) && (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")) && var(31) = 1
trigger27 = ((Var(58) != 2 && Var(58) != 5 && Var(58) != 8) && (p2name = "Final Sigma W" || p4name = "Final Sigma W")) && var(31) = 1
trigger28 = ((Var(58) != 2 && Var(58) != 5 && Var(58) != 8) && (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")) && var(31) = 1
trigger29 = ((Var(58) != 1 && Var(58) != 3 && Var(58) != 4 && Var(58) != 6 && Var(58) != 7) && (p2name = "iris_X4" || p4name = "iris_X4")) && var(31) = 1
trigger30 = ((Var(58) != 2 && Var(58) != 5 && Var(58) != 8) && (p2name = "Split Mushroom" || p4name = "Split Mushroom")) && var(31) = 1
trigger31 = ((Var(58) != 1 && Var(58) != 3 && Var(58) != 4 && Var(58) != 6 && Var(58) != 7) && (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")) && var(31) = 1
trigger32 = ((Var(58) != 1 && Var(58) != 3 && Var(58) != 4 && Var(58) != 6 && Var(58) != 7) && (p2name = "spike rosered" || p4name = "spike rosered")) && var(31) = 1
trigger33 = ((Var(58) != 1 && Var(58) != 3 && Var(58) != 4 && Var(58) != 6 && Var(58) != 7) && (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")) && var(31) = 1
trigger34 = ((Var(58) != 2 && Var(58) != 5 && Var(58) != 8) && (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")) && var(31) = 1
trigger35 = ((Var(58) != 3 && Var(58) != 4) && (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")) && var(31) = 2
trigger36 = ((Var(58) != 3 && Var(58) != 4) && (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")) && var(31) = 2
trigger37 = ((Var(58) != 1 && Var(58) != 7 && Var(58) != 8) && (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")) && var(31) = 2
trigger38 = ((Var(58) != 1 && Var(58) != 7 && Var(58) != 8) && (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")) && var(31) = 2
trigger39 = ((Var(58) != 2 && Var(58) != 5 && Var(58) != 6) && (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")) && var(31) = 2
trigger40 = ((Var(58) != 1 && Var(58) != 2 && Var(58) != 4 && Var(58) != 6 && Var(58) != 7 && Var(58) != 8) && (p2name = "Vile MMHX" || p4name = "Vile MMHX")) && var(31) = 2
trigger41 = ((Var(58) != 2 && Var(58) != 4 && Var(58) != 5 && Var(58) != 6) && (p2name = "skiver" || p4name = "skiver")) && var(31) = 2
trigger42 = ((Var(58) != 2 && Var(58) != 5 && Var(58) != 6) && (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")) && var(31) = 2
trigger43 = ((Var(58) != 2 && Var(58) != 3 && Var(58) != 4) && (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")) && var(31) = 2
trigger44 = (Var(58) != 2 && Var(58) != 6) && (p2name = "VAVA MK2" || p4name = "VAVA MK2") && var(31) = 0
trigger45 = (Var(58) != 2 && Var(58) != 3 && Var(58) != 5 && Var(58) != 6) && (p2name = "VAVA MK2" || p4name = "VAVA MK2") && var(31) = 2
trigger46 = (Var(58) != 5 && (p2name = "Blizzard Wolfang" || p4name = "Blizzard Wolfang")) && var(31) = 0
trigger47 = ((Var(58) != 1 && Var(58) != 3 && Var(58) != 4 && Var(58) != 6 && Var(58) != 7) && (p2name = "Blizzard Wolfang" || p4name = "Blizzard Wolfang")) && var(31) = 1
trigger48 = (Var(58) != 2 && (p2name = "Mac" || p4name = "Mac")) && var(31) = 0
trigger49 = (Var(58) != 3 && (p2name = "Mac" || p4name = "Mac")) && var(31) = 2
v = 26
value = 0


;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -2];特殊武器変更
type = Varadd
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = command = "z"
trigger1 = Var(58) < 9
v = 58
value = 1

[State -2];特殊武器変更
type = playsnd
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = command = "z"
trigger1 = Var(58) < 9
value = 10000,2

[State -2];特殊武器変更
type = Varadd
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
triggerall = command = "start"
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
v = 58
value = -1

[State -2];特殊武器変更
type = playsnd
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
triggerall = command = "start"
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
value = 10000,2

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = var(58) > 0
source = ifelse(var(31)=0,1,ifelse(var(31)=1,10000,10001)),ifelse(var(31)=0,1,0)
dest = ifelse(var(31)=0,2,ifelse(var(31)=1,10000,10001)),var(58)

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = var(58) = 0
source = ifelse(var(31)=0,1,ifelse(var(31)=1,10000,10001)),ifelse(var(31)=0,1,0)
dest = ifelse(var(31)=0,1,ifelse(var(31)=1,10000,10001)),ifelse(var(31)=0,palno,0)

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = var(58) > 0 && stateno = 180
source = ifelse(var(31)=0,1,ifelse(var(31)=1,10000,10001)),ifelse(var(31)=0,1,0)
dest = ifelse(var(31)=0,2,ifelse(var(31)=1,10000,10001)),ifelse(var(31)=0,palno,0)


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

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -2]
type = Varset
triggerall = var(59) = 0
triggerall = RoundState = 2
triggerall = Var(9) > 0
trigger1 = command = "hold_s" || command = "hold_z"
v = 9
value = 0

[State -2];特殊武器変更
type = Varset
triggerall = var(59) = 0
triggerall = RoundState >= 3
trigger1 = stateno = 181
v = 58
value = 0

[State -2];特殊武器変更
type = Varset
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
triggerall = command = "hold_s" && command = "hold_z"
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
v = 58
value = 0

[State -2];特殊武器変更
type = Varset
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
triggerall = command = "c"
triggerall = command != "MvCShinkuuHadouken"
triggerall = command != "HadoukenEX"
triggerall = command != "G_Cutter"
triggerall = (power >= 4000 && var(30) < 3)|| var(30) = 3
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
v = 58
value = 0

[State -2];特殊武器変更
type = Varset
triggerall = stateno = [1000,1052]
trigger1 = Var(58) < 9
trigger2 = Var(58) > 0
v = 58
value = 0


[State -2];特殊武器変更
type = Varset
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = Var(58) = 9
trigger1 = command = "z"
v = 58
value = 0

[State -2];特殊武器変更
type = playsnd
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = Var(58) = 0
trigger1 = command = "z"
value = 10000,2

[State -2];特殊武器変更
type = Varset
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = Var(58) = -1
trigger1 = command = "start"
v = 58
value = 8

[State -2];特殊武器変更
type = playsnd
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 3
triggerall = stateno != [1000,1251]
triggerall = stateno != [1500,1570]
triggerall = stateno != [2000,2013]
triggerall = stateno != [2500,2501]
trigger1 = Var(58) = -1
trigger1 = command = "start"
value = 10000,2
;=====================================================================================================
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 1
trigger1 = NumExplod(100000) < 1
;trigger1 = 1
Anim = 100000
ID = 100000
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 4
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [0,1000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100001) < 1
;trigger1 = 1
Anim = 100001
ID = 100001
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [1000,2000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100003) < 1
;trigger1 = 1
Anim = 100001
ID = 100003
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [2000,3000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100005) < 1
;trigger1 = 1
Anim = 100001
ID = 100005
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [400,2000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100002)
;trigger1 = 1
Anim = 100002
ID = 100002
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life < 400
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100004)
;trigger1 = 1
Anim = 100004
ID = 100004
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1400,3000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100006)
;trigger1 = 1
Anim = 100006
ID = 100006
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1000,1399]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100007)
;trigger1 = 1
Anim = 100007
ID = 100007
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2400,3000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100008)
;trigger1 = 1
Anim = 100008
ID = 100008
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2000,2399]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100009)
;trigger1 = 1
Anim = 100009
ID = 100009
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = var(30) = 3
trigger1 = life <= 250
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100500)
;trigger1 = 1
Anim = 100500
ID = 100500
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 9
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life <= 250
trigger1 =  numexplod(100500) != 0
;trigger1 = enemy,teammode = single
id=100500
Pos = 13,80+fvar(35)
postype = left
scale = 1, (life*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100500)
triggerall = TeamSide = 1
trigger1 = life > 250
ID = 100500

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life >= 400
trigger1 =  numexplod(100002) != 0
;trigger1 = enemy,teammode = single
id=100002
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=1000,1000,life)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life < 400
trigger1 =  numexplod(100004) != 0
;trigger1 = enemy,teammode = single
id=100004
Pos = 13,80+fvar(35)
postype = left
scale = 1, (life*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life = [1400,3000]
trigger1 =  numexplod(100006) != 0
;trigger1 = enemy,teammode = single
id=100006
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=2000,1000,life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=ifelse(life>=2001,7,9)
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life = [1000,1399]
trigger1 =  numexplod(100007) != 0
;trigger1 = enemy,teammode = single
id=100007
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life >= 2400
trigger1 =  numexplod(100008) != 0
;trigger1 = enemy,teammode = single
id=100008
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=3000,1000,life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life = [2000,2399]
trigger1 =  numexplod(100009) != 0
;trigger1 = enemy,teammode = single
id=100009
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100002)
triggerall = TeamSide = 1
trigger1 = life < 400
trigger2 = life >= 2000
ID = 100002

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100004)
triggerall = TeamSide = 1
trigger1 = life >= 400
ID = 100004

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100006)
triggerall = TeamSide = 1
trigger1 = life < 1400
trigger2 = life >= 3000
ID = 100006

[State -3]
Type = RemoveExplod
triggerall = numexplod(100007)
triggerall = var(59) = 0
triggerall = TeamSide = 1
trigger1 = life >= 1400
trigger2 = life < 1000
ID = 100007

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100008)
triggerall = TeamSide = 1
trigger1 = life < 2400
ID = 100008

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100009)
triggerall = TeamSide = 1
trigger1 = life >= 2400
trigger2 = life < 2000
ID = 100009

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100001)
triggerall = TeamSide = 1
trigger1 = life > 1000
ID = 100001

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100003)
triggerall = TeamSide = 1
trigger1 = life > 2000
trigger2 = life < 1000
ID = 100003

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(100005)
triggerall = TeamSide = 1
trigger1 = life < 2000
ID = 100005

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1= 1
trigger1 =  numexplod(100001) != 0
;trigger1 = enemy,teammode = single
id=100001
Pos = 13,80+fvar(35)
postype = left
scale = 1, (var(49)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=6
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1= 1
trigger1 =  numexplod(100003) != 0
;trigger1 = enemy,teammode = single
id=100003
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((var(49)-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=8
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1= 1
trigger1 =  numexplod(100005) != 0
;trigger1 = enemy,teammode = single
id=100005
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((var(49)-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=8

[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 1
trigger1 = NumExplod(100060) < 1
;trigger1 = 1
Anim = 100060
ID = 100060
Pos = 27,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1= 1
trigger1 =  numexplod(100060) != 0
;trigger1 = enemy,teammode = single
id=100060
Pos = 27,80+fvar(35)
postype = left
scale = 1, ifelse(var(30)!=3,(ifelse(power>=4000,(4000*0.00025575),(power*0.00025575))),1.023) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
sprpriority=6


[State -3];
Type = Explod
triggerall = var(59) = 0
trigger1 = var(17) >= 600
trigger1 = TeamSide = 1
trigger1 = NumExplod(8950) < 1
;trigger1 = 1
Anim = 8950
ID = 89850
Pos = 20,105+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
SuperMoveTime = 0
PauseMoveTime = 999
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];
Type = Explod
triggerall = var(59) = 0
trigger1 = var(17) >= 600
trigger1 = TeamSide = 2
trigger1 = NumExplod(8950) < 1
;trigger1 = 1
Anim = 8950
ID = 89850
Pos = -20,105+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
SuperMoveTime = 0
PauseMoveTime = 999
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

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

;=====================================================================================================
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 2
trigger1 = NumExplod(101000) < 1
;trigger1 = 1
Anim = 100000
ID = 101000
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 4
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [0,1000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101001) < 1
;trigger1 = 1
Anim = 100001
ID = 101001
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [1000,2000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101003) < 1
;trigger1 = 1
Anim = 100001
ID = 101003
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [2000,3000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101005) < 1
;trigger1 = 1
Anim = 100001
ID = 101005
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [400,2000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101002)
;trigger1 = 1
Anim = 100002
ID = 101002
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life < 400
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101004)
;trigger1 = 1
Anim = 100004
ID = 101004
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1400,3000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101006)
;trigger1 = 1
Anim = 100006
ID = 101006
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1000,1399]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101007)
;trigger1 = 1
Anim = 100007
ID = 101007
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2400,3000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101008)
;trigger1 = 1
Anim = 100008
ID = 101008
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2000,2399]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101009)
;trigger1 = 1
Anim = 100009
ID = 101009
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = var(30) = 3
trigger1 = life <= 250
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101500)
;trigger1 = 1
Anim = 100500
ID = 101500
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 9
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life <= 250
trigger1 =  numexplod(101500) != 0
;trigger1 = enemy,teammode = single
id=101500
Pos = -27,80+fvar(35)
postype = right
scale = 1, (life*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101500)
triggerall = TeamSide = 2
trigger1 = life > 250
ID = 101500

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life >= 400
trigger1 =  numexplod(101002) != 0
;trigger1 = enemy,teammode = single
id=101002
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=1000,1000,life)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life < 400
trigger1 =  numexplod(101004) != 0
;trigger1 = enemy,teammode = single
id=101004
Pos = -27,80+fvar(35)
postype = right
scale = 1, (life*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life = [1400,3000]
trigger1 =  numexplod(101006) != 0
;trigger1 = enemy,teammode = single
id=101006
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=2000,1000,life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=ifelse(life>=2001,7,9)
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life = [1000,1399]
trigger1 =  numexplod(101007) != 0
;trigger1 = enemy,teammode = single
id=101007
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life >= 2400
trigger1 =  numexplod(101008) != 0
;trigger1 = enemy,teammode = single
id=101008
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=3000,1000,life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1 = life = [2000,2399]
trigger1 =  numexplod(101009) != 0
;trigger1 = enemy,teammode = single
id=101009
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101002)
triggerall = TeamSide = 2
trigger1 = life < 400
trigger2 = life >= 2000
ID = 101002

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101004)
triggerall = TeamSide = 2
trigger1 = life >= 400
ID = 101004

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101006)
triggerall = TeamSide = 2
trigger1 = life < 1400
trigger2 = life >= 3000
ID = 101006

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101007)
triggerall = TeamSide = 2
trigger1 = life >= 1400
trigger2 = life < 1000
ID = 101007

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101008)
triggerall = TeamSide = 2
trigger1 = life < 2400
ID = 101008

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101009)
triggerall = TeamSide = 2
trigger1 = life >= 2400
trigger2 = life < 2000
ID = 101009

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101001)
triggerall = TeamSide = 2
trigger1 = life > 1000
ID = 101001

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101003)
triggerall = TeamSide = 2
trigger1 = life > 2000
trigger2 = life < 1000
ID = 101003

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = numexplod(101005)
triggerall = TeamSide = 2
trigger1 = life < 2000
ID = 101005

;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1= 1
trigger1 =  numexplod(101001) != 0
;trigger1 = enemy,teammode = single
id=101001
Pos = -27,80+fvar(35)
postype = right
scale = 1, (var(49)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=6
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1= 1
trigger1 =  numexplod(101003) != 0
;trigger1 = enemy,teammode = single
id=101003
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((var(49)-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=8
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1= 1
trigger1 =  numexplod(101005) != 0
;trigger1 = enemy,teammode = single
id=101005
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((var(49)-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=8

[State -3];
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 2
trigger1 = NumExplod(101060) < 1
;trigger1 = 1
Anim = 100060
ID = 101060
Pos = -13,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1



;Vida DIFERENCIA P1
[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
trigger1= 1
trigger1 =  numexplod(101060) != 0
;trigger1 = enemy,teammode = single
id=101060
Pos = -13,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
scale = 1, ifelse(var(30)!=3,(ifelse(power>=4000,(4000*0.00025575),(power*0.00025575))),1.023) *1
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
sprpriority=6

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

[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 1 && var(9) < 180
fvar(33) = power/125
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 1 && var(9) >= 180
fvar(33) = power/500
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 2 && var(9) < 180
fvar(33) = power/125
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 2 && var(9) >= 180
fvar(33) = power/500
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 3 && var(9) < 180
fvar(33) = power/125
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 3 && var(9) >= 180
fvar(33) = power/500
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 4 && var(9) < 180
fvar(33) = power/125
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 4 && var(9) >= 180
fvar(33) = power/500
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 5 && var(9) < 180
fvar(33) = power/125
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 5 && var(9) >= 180
fvar(33) = power/500
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 6 && var(9) < 180
fvar(33) = power/125
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 6 && var(9) >= 180
fvar(33) = power/500
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 7 && var(9) < 180
fvar(33) = power/125
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 7 && var(9) >= 180
fvar(33) = power/500
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 8 && var(9) < 180
fvar(33) = power/125
[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 8 && var(9) >= 180
fvar(33) = power/500

[state -2]
type = varset
trigger1 = var(30) < 3
v = 52
value = Floor(fvar(33))

[State -2]
type = varset
triggerall = var(30) < 3
trigger1 = var(58) = 0
fvar(33) = power/4000

[state -2,a]
type = varset
trigger1 = numhelper(536) > 0
trigger2 = numhelper(1128) > 0
v = 51
value = 1

[state -2,a]
type = varset
trigger1 = !numhelper(536)
trigger1 = !numhelper(1128)
v = 51
value = 0

[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(59) = 0
triggerall = var(30) < 3
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 =  numexplod(100010) = 1
id=100010
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = 1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(59) = 0
triggerall = var(30) < 3
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 =  numexplod(100010) < 1
;trigger1 = 1
Anim = 100010+var(52)
ID = 100010
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = 1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(59) = 0
triggerall = var(30) = 3
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 =  numexplod(100010) < 1
;trigger1 = 1
Anim = 100050
ID = 100010
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State 7121, ESC VIDA ROJO P1]
type = ModifyExplod
triggerall = var(30) < 3
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 =  numexplod(101010) = 1
id=101010
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = 1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(30) < 3
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 =  numexplod(101010) < 1
;trigger1 = 1
Anim = 100010+var(52)
ID = 101010
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = 1
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(30) = 3
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 =  numexplod(101010) < 1
;trigger1 = 1
Anim = 100050
ID = 101010
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

;=====================================================================================================
[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100100) < 1
;trigger1 = 1
Anim = 100100
ID = 100100
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 0
trigger1 = NumExplod(100100) = 1
ID = 100100

[State -3];特殊武器アイコン1P側　アイス
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100101) < 1
trigger1 = NumExplod(100111) < 1
trigger1 = NumExplod(100121) < 1
;trigger1 = 1
Anim = 100101
ID = 100101
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 1
trigger1 = NumExplod(100101) = 1
ID = 100101

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 0
trigger1 = Var(58) = 1
trigger1 = NumExplod(100101) = 1
ID = 100101

[State -3];特殊武器アイコン1P側　アイス
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100101) < 1
trigger1 = NumExplod(100111) < 1
trigger1 = NumExplod(100121) < 1
;trigger1 = 1
Anim = 100111
ID = 100111
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 1
trigger1 = NumExplod(100111) = 1
ID = 100111

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 1
trigger1 = Var(58) = 1
trigger1 = NumExplod(100111) = 1
ID = 100111

[State -3];特殊武器アイコン1P側　アイス
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100101) < 1
trigger1 = NumExplod(100111) < 1
trigger1 = NumExplod(100121) < 1
;trigger1 = 1
Anim = 100121
ID = 100121
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 1
trigger1 = NumExplod(100121) = 1
ID = 100121

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 2
trigger1 = Var(58) = 1
trigger1 = NumExplod(100121) = 1
ID = 100121

[State -3];特殊武器アイコン1P側　サンダー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100102) < 1
trigger1 = NumExplod(100112) < 1
trigger1 = NumExplod(100122) < 1
;trigger1 = 1
Anim = 100102
ID = 100102
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 2
trigger1 = NumExplod(100102) = 1
ID = 100102

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 0
trigger1 = Var(58) = 2
trigger1 = NumExplod(100102) = 1
ID = 100102

[State -3];特殊武器アイコン1P側　サンダー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100102) < 1
trigger1 = NumExplod(100112) < 1
trigger1 = NumExplod(100122) < 1
;trigger1 = 1
Anim = 100112
ID = 100112
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 2
trigger1 = NumExplod(100112) = 1
ID = 100112

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 1
trigger1 = Var(58) = 2
trigger1 = NumExplod(100112) = 1
ID = 100112

[State -3];特殊武器アイコン1P側　サンダー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100102) < 1
trigger1 = NumExplod(100112) < 1
trigger1 = NumExplod(100122) < 1
;trigger1 = 1
Anim = 100122
ID = 100122
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 2
trigger1 = NumExplod(100122) = 1
ID = 100122

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 2
trigger1 = Var(58) = 2
trigger1 = NumExplod(100112) = 1
ID = 100122

[State -3];特殊武器アイコン1P側　ジェル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100103) < 1
trigger1 = NumExplod(100113) < 1
trigger1 = NumExplod(100123) < 1
;trigger1 = 1
Anim = 100103
ID = 100103
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 3
trigger1 = NumExplod(100103) = 1
ID = 100103

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 0
trigger1 = Var(58) = 3
trigger1 = NumExplod(100103) = 1
ID = 100103

[State -3];特殊武器アイコン1P側　ジェル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100103) < 1
trigger1 = NumExplod(100113) < 1
trigger1 = NumExplod(100123) < 1
;trigger1 = 1
Anim = 100113
ID = 100113
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 3
trigger1 = NumExplod(100113) = 1
ID = 100113

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 1
trigger1 = Var(58) = 3
trigger1 = NumExplod(100113) = 1
ID = 100113

[State -3];特殊武器アイコン1P側　ジェル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100103) < 1
trigger1 = NumExplod(100113) < 1
trigger1 = NumExplod(100123) < 1
;trigger1 = 1
Anim = 100123
ID = 100123
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 3
trigger1 = NumExplod(100123) = 1
ID = 100123

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 2
trigger1 = Var(58) = 3
trigger1 = NumExplod(100123) = 1
ID = 100123

[State -3];特殊武器アイコン1P側　ミサイル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100104) < 1
trigger1 = NumExplod(100114) < 1
trigger1 = NumExplod(100124) < 1
;trigger1 = 1
Anim = 100104
ID = 100104
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 4
trigger1 = NumExplod(100104) = 1
ID = 100104

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 0
trigger1 = Var(58) = 4
trigger1 = NumExplod(100104) = 1
ID = 100104

[State -3];特殊武器アイコン1P側　ミサイル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100104) < 1
trigger1 = NumExplod(100114) < 1
trigger1 = NumExplod(100124) < 1
;trigger1 = 1
Anim = 100114
ID = 100114
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 4
trigger1 = NumExplod(100114) = 1
ID = 100114

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 1
trigger1 = Var(58) = 4
trigger1 = NumExplod(100114) = 1
ID = 100114

[State -3];特殊武器アイコン1P側　ミサイル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100104) < 1
trigger1 = NumExplod(100114) < 1
trigger1 = NumExplod(100124) < 1
;trigger1 = 1
Anim = 100124
ID = 100124
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 4
trigger1 = NumExplod(100124) = 1
ID = 100124

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 2
trigger1 = Var(58) = 4
trigger1 = NumExplod(100124) = 1
ID = 100124

[State -3];特殊武器アイコン1P側　ブレード
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100105) < 1
trigger1 = NumExplod(100115) < 1
trigger1 = NumExplod(100125) < 1
;trigger1 = 1
Anim = 100105
ID = 100105
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 5
trigger1 = NumExplod(100105) = 1
ID = 100105

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 0
trigger1 = Var(58) = 5
trigger1 = NumExplod(100105) = 1
ID = 100105

[State -3];特殊武器アイコン1P側　ブレード
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100105) < 1
trigger1 = NumExplod(100115) < 1
trigger1 = NumExplod(100125) < 1
;trigger1 = 1
Anim = 100115
ID = 100115
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 5
trigger1 = NumExplod(100115) = 1
ID = 100115

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 1
trigger1 = Var(58) = 5
trigger1 = NumExplod(100115) = 1
ID = 100115

[State -3];特殊武器アイコン1P側　ブレード
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100105) < 1
trigger1 = NumExplod(100115) < 1
trigger1 = NumExplod(100125) < 1
;trigger1 = 1
Anim = 100125
ID = 100125
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 5
trigger1 = NumExplod(100125) = 1
ID = 100125

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 2
trigger1 = Var(58) = 5
trigger1 = NumExplod(100125) = 1
ID = 100125

[State -3];特殊武器アイコン1P側　レーザー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100106) < 1
trigger1 = NumExplod(100116) < 1
trigger1 = NumExplod(100126) < 1
;trigger1 = 1
Anim = 100106
ID = 100106
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 6
trigger1 = NumExplod(100106) = 1
ID = 100106

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 0
trigger1 = Var(58) = 6
trigger1 = NumExplod(100106) = 1
ID = 100106

[State -3];特殊武器アイコン1P側　レーザー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100106) < 1
trigger1 = NumExplod(100116) < 1
trigger1 = NumExplod(100126) < 1
;trigger1 = 1
Anim = 100116
ID = 100116
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 6
trigger1 = NumExplod(100116) = 1
ID = 100116

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 1
trigger1 = Var(58) = 6
trigger1 = NumExplod(100116) = 1
ID = 100116

[State -3];特殊武器アイコン1P側　レーザー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100106) < 1
trigger1 = NumExplod(100116) < 1
trigger1 = NumExplod(100126) < 1
;trigger1 = 1
Anim = 100126
ID = 100126
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 6
trigger1 = NumExplod(100126) = 1
ID = 100126

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 2
trigger1 = Var(58) = 6
trigger1 = NumExplod(100126) = 1
ID = 100126

[State -3];特殊武器アイコン1P側　ストーム
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100107) < 1
trigger1 = NumExplod(100117) < 1
trigger1 = NumExplod(100127) < 1
;trigger1 = 1
Anim = 100107
ID = 100107
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 7
trigger1 = NumExplod(100107) = 1
ID = 100107

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 0
trigger1 = Var(58) = 7
trigger1 = NumExplod(100107) = 1
ID = 100107

[State -3];特殊武器アイコン1P側　ストーム
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100107) < 1
trigger1 = NumExplod(100117) < 1
trigger1 = NumExplod(100127) < 1
;trigger1 = 1
Anim = 100117
ID = 100117
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 7
trigger1 = NumExplod(100117) = 1
ID = 100117

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 1
trigger1 = Var(58) = 7
trigger1 = NumExplod(100117) = 1
ID = 100117

[State -3];特殊武器アイコン1P側　ストーム
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100107) < 1
trigger1 = NumExplod(100117) < 1
trigger1 = NumExplod(100127) < 1
;trigger1 = 1
Anim = 100127
ID = 100127
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 7
trigger1 = NumExplod(100127) = 1
ID = 100127

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 2
trigger1 = Var(58) = 7
trigger1 = NumExplod(100127) = 1
ID = 100127

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100108) < 1
trigger1 = NumExplod(100118) < 1
trigger1 = NumExplod(100128) < 1
;trigger1 = 1
Anim = 100108
ID = 100108
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 8
trigger1 = NumExplod(100108) = 1
ID = 100108

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 0
trigger1 = Var(58) = 8
trigger1 = NumExplod(100108) = 1
ID = 100108

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100108) < 1
trigger1 = NumExplod(100118) < 1
trigger1 = NumExplod(100128) < 1
;trigger1 = 1
Anim = 100118
ID = 100118
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 8
trigger1 = NumExplod(100118) = 1
ID = 100118

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 1
trigger1 = Var(58) = 8
trigger1 = NumExplod(100118) = 1
ID = 100118

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = NumExplod(100108) < 1
trigger1 = NumExplod(100118) < 1
trigger1 = NumExplod(100128) < 1
;trigger1 = 1
Anim = 100128
ID = 100128
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = Var(58) != 8
trigger1 = NumExplod(100128) = 1
ID = 100128

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 1
trigger1 = var(31) != 2
trigger1 = Var(58) = 8
trigger1 = NumExplod(100128) = 1
ID = 100128

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = fvar(38) > 0
trigger1 = TeamSide = 1
trigger1 = NumExplod(100130) < 1
;trigger1 = 1
Anim = 100130
ID = 100130
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = fvar(38) <= 0
trigger1 = TeamSide = 1
trigger1 = NumExplod(100130) > 0
ID = 100130

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = fvar(39) > 0
trigger1 = TeamSide = 1
trigger1 = NumExplod(100131) < 1
;trigger1 = 1
Anim = 100131
ID = 100131
Pos = 20,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = fvar(39) <= 0
trigger1 = TeamSide = 1
trigger1 = NumExplod(100131) > 0
ID = 100131

;=====================================================================================================
[State -3];特殊武器アイコン1P側 バスター
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101100) < 1
;trigger1 = 1
Anim = 100100
ID = 101100
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 0
trigger1 = NumExplod(101100) = 1
ID = 101100

[State -3];特殊武器アイコン1P側　アイス
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101101) < 1
trigger1 = NumExplod(101111) < 1
trigger1 = NumExplod(101121) < 1
;trigger1 = 1
Anim = 100101
ID = 101101
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 1
trigger1 = NumExplod(101101) = 1
ID = 101101

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 0
trigger1 = Var(58) = 1
trigger1 = NumExplod(101101) = 1
ID = 101101

[State -3];特殊武器アイコン1P側　アイス
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101101) < 1
trigger1 = NumExplod(101111) < 1
trigger1 = NumExplod(101121) < 1
;trigger1 = 1
Anim = 100111
ID = 101111
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 1
trigger1 = NumExplod(101111) = 1
ID = 101111

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 1
trigger1 = Var(58) = 1
trigger1 = NumExplod(101111) = 1
ID = 101111

[State -3];特殊武器アイコン1P側　アイス
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101101) < 1
trigger1 = NumExplod(101111) < 1
trigger1 = NumExplod(101121) < 1
;trigger1 = 1
Anim = 100121
ID = 101121
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 1
trigger1 = NumExplod(101121) = 1
ID = 101121

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 2
trigger1 = Var(58) = 1
trigger1 = NumExplod(101121) = 1
ID = 101121

[State -3];特殊武器アイコン1P側　サンダー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101102) < 1
trigger1 = NumExplod(101112) < 1
trigger1 = NumExplod(101122) < 1
;trigger1 = 1
Anim = 100102
ID = 101102
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 2
trigger1 = NumExplod(101102) = 1
ID = 101102

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 0
trigger1 = Var(58) = 2
trigger1 = NumExplod(101102) = 1
ID = 101102

[State -3];特殊武器アイコン1P側　サンダー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101102) < 1
trigger1 = NumExplod(101112) < 1
trigger1 = NumExplod(101122) < 1
;trigger1 = 1
Anim = 100112
ID = 101112
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 2
trigger1 = NumExplod(101112) = 1
ID = 101112

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 1
trigger1 = Var(58) = 2
trigger1 = NumExplod(101112) = 1
ID = 101112

[State -3];特殊武器アイコン1P側　サンダー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101102) < 1
trigger1 = NumExplod(101112) < 1
trigger1 = NumExplod(101122) < 1
;trigger1 = 1
Anim = 100122
ID = 101122
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 2
trigger1 = NumExplod(101122) = 1
ID = 101122

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 2
trigger1 = Var(58) = 2
trigger1 = NumExplod(101122) = 1
ID = 101122

[State -3];特殊武器アイコン1P側　ジェル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101103) < 1
trigger1 = NumExplod(101113) < 1
trigger1 = NumExplod(101123) < 1
;trigger1 = 1
Anim = 100103
ID = 101103
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 3
trigger1 = NumExplod(101103) = 1
ID = 101103

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 0
trigger1 = Var(58) = 3
trigger1 = NumExplod(101103) = 1
ID = 101103

[State -3];特殊武器アイコン1P側　ジェル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101103) < 1
trigger1 = NumExplod(101113) < 1
trigger1 = NumExplod(101123) < 1
;trigger1 = 1
Anim = 100113
ID = 101113
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 3
trigger1 = NumExplod(101113) = 1
ID = 101113

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 1
trigger1 = Var(58) = 3
trigger1 = NumExplod(101113) = 1
ID = 101113

[State -3];特殊武器アイコン1P側　ジェル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101103) < 1
trigger1 = NumExplod(101113) < 1
trigger1 = NumExplod(101123) < 1
;trigger1 = 1
Anim = 100123
ID = 101123
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 3
trigger1 = NumExplod(101123) = 1
ID = 101123

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 2
trigger1 = Var(58) = 3
trigger1 = NumExplod(101123) = 1
ID = 101123

[State -3];特殊武器アイコン1P側　ミサイル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101104) < 1
trigger1 = NumExplod(101114) < 1
trigger1 = NumExplod(101124) < 1
;trigger1 = 1
Anim = 100104
ID = 101104
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 4
trigger1 = NumExplod(101104) = 1
ID = 101104

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 0
trigger1 = Var(58) = 4
trigger1 = NumExplod(101104) = 1
ID = 101104

[State -3];特殊武器アイコン1P側　ミサイル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101104) < 1
trigger1 = NumExplod(101114) < 1
trigger1 = NumExplod(101124) < 1
;trigger1 = 1
Anim = 100114
ID = 101114
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 4
trigger1 = NumExplod(101114) = 1
ID = 101114

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 1
trigger1 = Var(58) = 4
trigger1 = NumExplod(101114) = 1
ID = 101114

[State -3];特殊武器アイコン1P側　ミサイル
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101104) < 1
trigger1 = NumExplod(101114) < 1
trigger1 = NumExplod(101124) < 1
;trigger1 = 1
Anim = 100124
ID = 101124
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 4
trigger1 = NumExplod(101124) = 1
ID = 101124

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 2
trigger1 = Var(58) = 4
trigger1 = NumExplod(101124) = 1
ID = 101124

[State -3];特殊武器アイコン1P側　ブレード
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101105) < 1
trigger1 = NumExplod(101115) < 1
trigger1 = NumExplod(101125) < 1
;trigger1 = 1
Anim = 100105
ID = 101105
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 5
trigger1 = NumExplod(101105) = 1
ID = 101105

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 0
trigger1 = Var(58) = 5
trigger1 = NumExplod(101105) = 1
ID = 101105

[State -3];特殊武器アイコン1P側　ブレード
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101105) < 1
trigger1 = NumExplod(101115) < 1
trigger1 = NumExplod(101125) < 1
;trigger1 = 1
Anim = 100115
ID = 101115
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 5
trigger1 = NumExplod(101115) = 1
ID = 101115

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 1
trigger1 = Var(58) = 5
trigger1 = NumExplod(101115) = 1
ID = 101115

[State -3];特殊武器アイコン1P側　ブレード
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101105) < 1
trigger1 = NumExplod(101115) < 1
trigger1 = NumExplod(101125) < 1
;trigger1 = 1
Anim = 100125
ID = 101125
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 5
trigger1 = NumExplod(101125) = 1
ID = 101125

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 2
trigger1 = Var(58) = 5
trigger1 = NumExplod(101125) = 1
ID = 101125

[State -3];特殊武器アイコン1P側　レーザー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101106) < 1
trigger1 = NumExplod(101116) < 1
trigger1 = NumExplod(101126) < 1
;trigger1 = 1
Anim = 100106
ID = 101106
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 6
trigger1 = NumExplod(101106) = 1
ID = 101106

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 0
trigger1 = Var(58) = 6
trigger1 = NumExplod(101106) = 1
ID = 101106

[State -3];特殊武器アイコン1P側　レーザー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101106) < 1
trigger1 = NumExplod(101116) < 1
trigger1 = NumExplod(101126) < 1
;trigger1 = 1
Anim = 100116
ID = 101116
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 6
trigger1 = NumExplod(101116) = 1
ID = 101116

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 1
trigger1 = Var(58) = 6
trigger1 = NumExplod(101116) = 1
ID = 101116

[State -3];特殊武器アイコン1P側　レーザー
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101106) < 1
trigger1 = NumExplod(101116) < 1
trigger1 = NumExplod(101126) < 1
;trigger1 = 1
Anim = 100126
ID = 101126
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 6
trigger1 = NumExplod(101126) = 1
ID = 101126

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 2
trigger1 = Var(58) = 6
trigger1 = NumExplod(101126) = 1
ID = 101126

[State -3];特殊武器アイコン1P側　ストーム
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101107) < 1
trigger1 = NumExplod(101117) < 1
trigger1 = NumExplod(101127) < 1
;trigger1 = 1
Anim = 100107
ID = 101107
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 7
trigger1 = NumExplod(101107) = 1
ID = 101107

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 0
trigger1 = Var(58) = 7
trigger1 = NumExplod(101107) = 1
ID = 101107

[State -3];特殊武器アイコン1P側　ストーム
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101107) < 1
trigger1 = NumExplod(101117) < 1
trigger1 = NumExplod(101127) < 1
;trigger1 = 1
Anim = 100117
ID = 101117
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 7
trigger1 = NumExplod(101117) = 1
ID = 101117

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 1
trigger1 = Var(58) = 7
trigger1 = NumExplod(101117) = 1
ID = 101117

[State -3];特殊武器アイコン1P側　ストーム
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101107) < 1
trigger1 = NumExplod(101117) < 1
trigger1 = NumExplod(101127) < 1
;trigger1 = 1
Anim = 100127
ID = 101127
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 7
trigger1 = NumExplod(101127) = 1
ID = 101127

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 2
trigger1 = Var(58) = 7
trigger1 = NumExplod(101127) = 1
ID = 101127

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101108) < 1
trigger1 = NumExplod(101118) < 1
trigger1 = NumExplod(101128) < 1
;trigger1 = 1
Anim = 100108
ID = 101108
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 8
trigger1 = NumExplod(101108) = 1
ID = 101108

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 0
trigger1 = Var(58) = 8
trigger1 = NumExplod(101108) = 1
ID = 101108

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101108) < 1
trigger1 = NumExplod(101118) < 1
trigger1 = NumExplod(101128) < 1
;trigger1 = 1
Anim = 100118
ID = 101118
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 8
trigger1 = NumExplod(101118) = 1
ID = 101118

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 1
trigger1 = Var(58) = 8
trigger1 = NumExplod(101118) = 1
ID = 101118

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = NumExplod(101108) < 1
trigger1 = NumExplod(101118) < 1
trigger1 = NumExplod(101128) < 1
;trigger1 = 1
Anim = 100128
ID = 101128
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = Var(58) != 8
trigger1 = NumExplod(101128) = 1
ID = 101128

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
trigger1 = TeamSide = 2
trigger1 = var(31) != 2
trigger1 = Var(58) = 8
trigger1 = NumExplod(101128) = 1
ID = 101128

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = fvar(38) > 0
trigger1 = TeamSide = 2
trigger1 = NumExplod(101130) < 1
;trigger1 = 1
Anim = 100130
ID = 101130
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = fvar(38) <= 0
trigger1 = TeamSide = 2
trigger1 = NumExplod(101130) > 0
ID = 101130

[State -3];特殊武器アイコン1P側　ファイア
Type = Explod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = fvar(39) > 0
trigger1 = TeamSide = 2
trigger1 = NumExplod(101131) < 1
;trigger1 = 1
Anim = 100131
ID = 101131
Pos = -20,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 6
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3]
Type = RemoveExplod
triggerall = var(59) = 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = fvar(39) <= 0
trigger1 = TeamSide = 2
trigger1 = NumExplod(101131) > 0
ID = 101131


;=====================================================================================================
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 1
trigger1 = NumExplod(100000) < 1
;trigger1 = 1
Anim = 100070
ID = 100000
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 4
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [0,1000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100001) < 1
;trigger1 = 1
Anim = 100001
ID = 100001
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [1000,2000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100003) < 1
;trigger1 = 1
Anim = 100001
ID = 100003
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [2000,3000]
trigger1 = TeamSide = 1
trigger1 = NumExplod(100005) < 1
;trigger1 = 1
Anim = 100001
ID = 100005
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [400,2000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100002)
;trigger1 = 1
Anim = 100002
ID = 100002
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life < 400
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100004)
;trigger1 = 1
Anim = 100004
ID = 100004
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1400,3000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100006)
;trigger1 = 1
Anim = 100006
ID = 100006
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1000,1399]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100007)
;trigger1 = 1
Anim = 100007
ID = 100007
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2400,3000]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100008)
;trigger1 = 1
Anim = 100008
ID = 100008
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2000,2399]
trigger1 = TeamSide = 1
trigger1 = !NumExplod(100009)
;trigger1 = 1
Anim = 100009
ID = 100009
Pos = 13,80+fvar(35)
PosType = left;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life >= 400
trigger1 =  numexplod(100002) != 0
;trigger1 = enemy,teammode = single
id=100002
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=1000,1000,life)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life < 400
trigger1 =  numexplod(100004) != 0
;trigger1 = enemy,teammode = single
id=100004
Pos = 13,80+fvar(35)
postype = left
scale = 1, (life*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life = [1400,3000]
trigger1 =  numexplod(100006) != 0
;trigger1 = enemy,teammode = single
id=100006
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=2000,1000,life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=ifelse(life>=2001,7,9)
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life = [1000,1399]
trigger1 =  numexplod(100007) != 0
;trigger1 = enemy,teammode = single
id=100007
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life >= 2400
trigger1 =  numexplod(100008) != 0
;trigger1 = enemy,teammode = single
id=100008
Pos = 13,80+fvar(35)
postype = left
scale = 1, (ifelse(life>=3000,1000,life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life = [2000,2399]
trigger1 =  numexplod(100009) != 0
;trigger1 = enemy,teammode = single
id=100009
Pos = 13,80+fvar(35)
postype = left
scale = 1, ((life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100002)
triggerall = TeamSide = 1
trigger1 = life < 400
trigger2 = life >= 2000
ID = 100002

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100004)
triggerall = TeamSide = 1
trigger1 = life >= 400
ID = 100004

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100006)
triggerall = TeamSide = 1
trigger1 = life < 1400
trigger2 = life >= 3000
ID = 100006

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100007)
triggerall = TeamSide = 1
trigger1 = life >= 1400
trigger2 = life < 1000
ID = 100007

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100008)
triggerall = TeamSide = 1
trigger1 = life < 2400
ID = 100008

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100009)
triggerall = TeamSide = 1
trigger1 = life >= 2400
trigger2 = life < 2000
ID = 100009

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100001)
triggerall = TeamSide = 1
trigger1 = life > 1000
ID = 100001

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100003)
triggerall = TeamSide = 1
trigger1 = life > 2000
trigger2 = life < 1000
ID = 100003

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(100005)
triggerall = TeamSide = 1
trigger1 = life < 2000
ID = 100005

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

[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = TeamSide = 2
trigger1 = NumExplod(101000) < 1
;trigger1 = 1
Anim = 100070
ID = 101000
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1,1
SprPriority = 4
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

[State -3];
Type = Explod
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [0,1000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101001) < 1
;trigger1 = 1
Anim = 100001
ID = 101001
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [1000,2000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101003) < 1
;trigger1 = 1
Anim = 100001
ID = 101003
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 1
triggerall = RoundState < 4
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
triggerall = life = [2000,3000]
trigger1 = TeamSide = 2
trigger1 = NumExplod(101005) < 1
;trigger1 = 1
Anim = 100001
ID = 101005
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [400,2000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101002)
;trigger1 = 1
Anim = 100002
ID = 101002
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life < 400
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101004)
;trigger1 = 1
Anim = 100004
ID = 101004
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1400,3000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101006)
;trigger1 = 1
Anim = 100006
ID = 101006
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [1000,1399]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101007)
;trigger1 = 1
Anim = 100007
ID = 101007
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2400,3000]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101008)
;trigger1 = 1
Anim = 100008
ID = 101008
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1
[State -3];
Type = Explod
triggerall = var(59) > 0
triggerall = RoundState > 0
triggerall = RoundState < 3
triggerall = stateno != 5150
triggerall = stateno != 180
triggerall = stateno != 181
trigger1 = life = [2000,2399]
trigger1 = TeamSide = 2
trigger1 = !NumExplod(101009)
;trigger1 = 1
Anim = 100009
ID = 101009
Pos = -27,80+fvar(35)
PosType = right;P2,Front,Back,Left,Right
Facing = 1
VFacing = 1
BindTime = -1
Vel = 0,0
Accel = 0,0
Random = 0,0
RemoveTime = -2
SuperMoveTime = 0
PauseMoveTime = 999
Scale = 1, 1
SprPriority = 7
OnTop = 0
Shadow = 0,0,0
OwnPal = 1

;vida
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life >= 400
trigger1 =  numexplod(101002) != 0
;trigger1 = enemy,teammode = single
id=101002
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=1000,1000,life)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life < 400
trigger1 =  numexplod(101004) != 0
;trigger1 = enemy,teammode = single
id=101004
Pos = -27,80+fvar(35)
postype = right
scale = 1, (life*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=7

[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life = [1400,3000]
trigger1 =  numexplod(101006) != 0
;trigger1 = enemy,teammode = single
id=101006
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=2000,1000,life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=ifelse(life>=2001,7,9)
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life = [1000,1399]
trigger1 =  numexplod(101007) != 0
;trigger1 = enemy,teammode = single
id=101007
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((life-1000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life >= 2400
trigger1 =  numexplod(101008) != 0
;trigger1 = enemy,teammode = single
id=101008
Pos = -27,80+fvar(35)
postype = right
scale = 1, (ifelse(life>=3000,1000,life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9
[State 7121, ESC VIDA P1]
type = ModifyExplod
triggerall = var(59) > 0
trigger1 = life = [2000,2399]
trigger1 =  numexplod(101009) != 0
;trigger1 = enemy,teammode = single
id=101009
Pos = -27,80+fvar(35)
postype = right
scale = 1, ((life-2000)*0.001023)
ignorehitpause =1
supermovetime =-1
pausemovetime =-1
supermove  = 1
pausemove =1
sprpriority=9

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101002)
triggerall = TeamSide = 2
trigger1 = life < 400
trigger2 = life >= 2000
ID = 101002

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101004)
triggerall = TeamSide = 2
trigger1 = life >= 400
ID = 101004

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101006)
triggerall = TeamSide = 2
trigger1 = life < 1400
trigger2 = life >= 3000
ID = 101006

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101007)
triggerall = TeamSide = 2
trigger1 = life >= 1400
trigger2 = life < 1000
ID = 101007

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101008)
triggerall = TeamSide = 2
trigger1 = life < 2400
ID = 101008

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101009)
triggerall = TeamSide = 2
trigger1 = life >= 2400
trigger2 = life < 2000
ID = 101009

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101001)
triggerall = TeamSide = 2
trigger1 = life > 1000
ID = 101001

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101003)
triggerall = TeamSide = 2
trigger1 = life > 2000
trigger2 = life < 1000
ID = 101003

[State -3]
Type = RemoveExplod
triggerall = var(59) > 0
triggerall = numexplod(101005)
triggerall = TeamSide = 2
trigger1 = life < 2000
ID = 101005

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


[state a]
type = varset
trigger1 = var(59) > 0
trigger1 = enemy,name != "Infinity Mijinion"
trigger1 = enemy,name != "Makamaka"
trigger1 = enemy,name != "Misuzu"
trigger1 = enemy,name != "Touyama"
trigger1 = enemy,name != "NIGHTMAR MOTHER"
trigger1 = enemy,name != "Karate Kenji"
trigger1 = enemy,name != "vega"
trigger1 = enemy,name != "gouki"
trigger1 = enemy,name != "akuma"
trigger1= enemy,name != "gill"
trigger1= enemy,name != "Juggernaut"
trigger1= enemy,name != "Magneto"
trigger1= enemy,name != "Doctor Doom"
trigger1= enemy,name != "Dr.Doom"
trigger1= enemy,name != "Thanos"
trigger1= enemy,name != "Apocalypse"
trigger1= enemy,name != "Mech Gouki"
trigger1= enemy,name != "Cyber Akuma"
trigger1= enemy,name != "Onslaught"
trigger1= enemy,name != "Abyss"
trigger1= enemy,name != "Phobos"
trigger1= enemy,name != "Pylon"
trigger1= enemy,name != "jedah"
trigger1= enemy,name != "Jedah Dohma"
trigger1= enemy,name != "Shin Gouki"
trigger1= enemy,name != "God Rugal"
trigger1= enemy,name != "Warlock"
trigger1= enemy,name != "Zero Gouki"
trigger1= enemy,name != "Sagat"
trigger1= enemy,name != "Dan"
trigger1= enemy,name != "Dan Hibiki"
trigger1= enemy,name != "Cyber Dan"
trigger1= enemy,name != "Evil Ryu"
trigger1= enemy,name != "Evil Ken"
trigger1= enemy,name != "Evil Dan"
trigger1= enemy,name != "Siguma"
trigger1= enemy,name != "Vava"
trigger1= enemy,name != "Gouken"
trigger1= enemy,name != "Geese"
trigger1= enemy,name != "Geese Howard"
trigger1= enemy,name != "NIGHTMARE GEESE"
trigger1= enemy,name != "Krauser"
trigger1= enemy,name != "Ryo"
trigger1= enemy,name != "Ryo Sakazaki"
trigger1= enemy,name != "Grant"
trigger1= enemy,name != "Kain"
trigger1= enemy,name != "Kain.R.Heinlein"
trigger1= enemy,name != "Kain R Heinlein"
trigger1= enemy,name != "Mr Karate"
trigger1= enemy,name != "Mr.Karate"
trigger1= enemy,name != "Mr.Big"
trigger1= enemy,name != "Sinclair"
trigger1= enemy,name != "Wyler"
trigger1= enemy,name != "Amakusa"
trigger1= enemy,name != "Mizuki"
trigger1= enemy,name != "Kuroko"
trigger1= enemy,name != "Zankuro"
trigger1= enemy,name != "Zankuro Minazuki"
trigger1= enemy,name != "Gaoh"
trigger1= enemy,name != "gigas"
trigger1= enemy,name != "ZEUS"
trigger1= enemy,name != "Dio"
trigger1= enemy,name != "NeoDio"
trigger1= enemy,name != "Neo-Dio"
trigger1= enemy,name != "Shishioh"
trigger1= enemy,name != "Shin Shishioh"
trigger1= enemy,name != "ShinShishioh"
trigger1= enemy,name != "Jazu"
trigger1= enemy,name != "Karnov"
trigger1= enemy,name != "Ox"
trigger1= enemy,name != "Behemoth"
trigger1= enemy,name != "Eelis"
trigger1= enemy,name != "Lucifer"
trigger1= enemy,name != "Abubo"
trigger1= enemy,name != "JOHANN"
trigger1= enemy,name != "Shinnosuke Kagami"
trigger1= enemy,name != "Kouryu"
trigger1= enemy,name != "SISSY"
trigger1= enemy,name != "Otane"
trigger1= enemy,name != "Oume"
trigger1= enemy,name != "Son Gokuu"
trigger1= enemy,name != "Feldenkrais"
trigger1= enemy,name != "FeldenKrais"
trigger1= enemy,name != "Felden Kryz"
trigger1= enemy,name != "Fernandes"
trigger1= enemy,name != "Rugal"
trigger1= enemy,name != "Rugal Bernstein"
trigger1= enemy,name != "Omega Rugal"
trigger1= enemy,name != "o-rugal"
trigger1= enemy,name != "Goenitz"
trigger1= enemy,name != "yamazaki"
trigger1= enemy,name != "Ryuji Yamazaki"
trigger1= enemy,name != "Violent Yamazaki"
trigger1= enemy,name != "Chonshu"
trigger1= enemy,name != "Jin Chonshu"
trigger1= enemy,name != "Chonrei"
trigger1= enemy,name != "Jin Chonrei"
trigger1= enemy,name != "Orochi"
trigger1= enemy,name != "yashiro"
trigger1= enemy,name != "Yashiro Nanakase"
trigger1= enemy,name != "orochiyashiro"
trigger1= enemy,name != "Shermie"
trigger1= enemy,name != "orochiShermie"
trigger1= enemy,name != "chris"
trigger1= enemy,name != "orochichris"
trigger1= enemy,name != "Orochi Iori"
trigger1= enemy,name != "Orochi Leona"
trigger1= enemy,name != "Chizuru"
trigger1= enemy,name != "Chizuru Kagura"
trigger1= enemy,name != "Chizuru&Maki"
trigger1= enemy,name != "Krizalid"
trigger1= enemy,name != "kyo"
trigger1= enemy,name != "kyo kusanagi"
trigger1= enemy,name != "iori"
trigger1= enemy,name != "iori yagami"
trigger1= enemy,name != "KUSANAGI"
trigger1= enemy,name != "zero"
trigger1= enemy,name != "OriginalZero"
trigger1= enemy,name != "Kula"
trigger1= enemy,name != "Kula Diamond"
trigger1= enemy,name != "god yuri"
trigger1= enemy,name != "igniz"
trigger1= enemy,name != "cvsg_rugal"
trigger1= enemy,name != "Y'"
trigger1= enemy,name != "Adel"
trigger1= enemy,name != "adelheid"
trigger1= enemy,name != "O-Adel"
trigger1= enemy,name != "Mukai"
trigger1= enemy,name != "Long"
trigger1= enemy,name != "Shion"
trigger1= enemy,name != "Magaki"
trigger1= enemy,name != "Carlos"
trigger1= enemy,name != "Dee"
trigger1= enemy,name != "Testament"
trigger1= enemy,name != "Justice"
trigger1= enemy,name != "Dizzy"
trigger1= enemy,name != "I-no"
trigger1= enemy,name != "order-Sol=Badguy"
trigger1= enemy,name != "Leopaldon"
trigger1= enemy,name != "JUDGMENT"
trigger1= enemy,name != "Yumeji"
trigger1= enemy,name != "Sankuro"
trigger1= enemy,name != "Mildred_Avallone"
trigger1= enemy,name != "Angelia Avallone"
trigger1= enemy,name != "gonzales"
trigger1= enemy,name != "Azteca"
trigger1= enemy,name != "General"
trigger1= enemy,name != "Rockman zero"
trigger1= enemy,name != "Rockmanzero"
trigger1= enemy,name != "Mars People"
trigger1= enemy,name != "MarsPeople"
trigger1= enemy,name != "Demitri"
trigger1= enemy,name != "Demitri Maximoff"
trigger1= enemy,name != "svcathena"
trigger1= enemy,name != "Red Arremer"
trigger1= enemy,name != "svckarate"
trigger1= enemy,name != "Mizuchi"
trigger1= enemy,name != "Rugal.B"
trigger1= enemy,name != "Rugal2k2"
trigger1= enemy,name != "omega rugal98"
trigger1= enemy,name != "Rugal_TLE"
trigger1= enemy,name != "Silver"
trigger1= enemy,name != "Gai Tendo"
trigger1= enemy,name != "Syo Hayate"
trigger1= enemy,name != "Final Sigma W"
trigger1= enemy,name != "Sigma"
trigger1= enemy,name != "Omega Zero" && enemy,authorname != "Sigmund=E=Wily + Anubis Black"
trigger1= enemy,name != "Vile"
trigger1= enemy,name != "iX"
trigger1= enemy,name != "heart-armardi"
trigger1= enemy,name != "Vile MMHX"
trigger1 = enemy,name != "colonel_X4"
trigger1 = enemy,name != "iris_X4"
trigger1 = enemy,name != "Infinity Sigma"
trigger1 = enemy,name != "Omega Zero" && enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger1 = enemy,name != "Rainy Turtloid Lvl. 96 Update 7.21.2019" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "Magma Dragoon" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "Ground Scaravich" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "MetalSharkPlayer" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "CrescentGrizzly" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "mattrex" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "skiver" && enemy,authorname = "MugenDemo"
trigger1 = enemy,name != "Dynamo" && enemy,authorname = "D.Mugen & V.X"
trigger1 = enemy,name != "spike rosered"
trigger1 = enemy,name != "Dark Necrobat Lvl. 96 Update 7.21.2019" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "HIGHMAX" && enemy,authorname = "taihei//RedLine"
trigger1 = enemy,name != "X4 Slash Beast" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "Split Mushroom" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "Frost Walrus 7.17.2019 (A.I.) Update" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "Web Spider" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "Magma Dragoon" && enemy,authorname = "Shircan"
trigger1 = enemy,name != "Fireman URM Shircan" && enemy,authorname = "Shircan"
trigger1 = enemy,name != "Iceman URM Prototype" && enemy,authorname = "Shircan"
trigger1 = enemy,name != "X5 Shadow Devil" && enemy,authorname = "ArcadeDemo"
trigger1 = enemy,name != "Vile MMHX"
trigger1 = enemy,name != "Commander Yammark Extreme Mode" && enemy,authorname = "Shircan"
trigger1 = enemy,name != "Magma Dragoon"
trigger1 = enemy,name != "MEGA MAN/ROCK MAN X6 GATE"
trigger1 = enemy,name != "Double" && enemy,authorname = "D.Mugen"
trigger1 = enemy,name != "PSsigmaX1" && enemy,authorname = "Exclamation_Question"
trigger1 = enemy,name != "Awakened Zero" && enemy,authorname = "Tomislav Lukic"
trigger1 = enemy,name != "Zero Awakening" && enemy,authorname = "D.Mugen"
trigger1 = enemy,name != "Zero (Normal) Boss" && enemy,authorname = "D.Mugen"
trigger1 = enemy,name != "Zero Nightmare" && enemy,authorname = "zen"
trigger1 = enemy,name != "VAVA MK2" && enemy,authorname = "Reploids Labo"
trigger1 = enemy,name != "Vajurila_FF" && enemy,authorname = "Dr.Doppler"
trigger1 = enemy,name != "Mac" && enemy,authorname = "Dr.Doppler"
trigger1 = enemy,name != "Zero_X2" && enemy,var(59) > 0
trigger1 = enemy,name != "UltimateArmorSFC" && enemy,var(59) > 0
trigger1 = enemy,name != "TrueUltimateArmor" && enemy,var(59) > 0
v = 4
value = 0

[state a]
type = varset
triggerall = var(59) = 0
trigger1 = enemy,name = "Infinity Mijinion"
trigger2 = enemy,name = "Makamaka"
trigger3 = enemy,name = "Misuzu"
trigger4 = enemy,name = "Touyama"
trigger5 = enemy,name = "NIGHTMAR MOTHER"
trigger6 = enemy,name = "Karate Kenji"
trigger7 = enemy,name = "vega"
trigger8 = enemy,name = "gouki"
trigger9 = enemy,name = "akuma"
trigger10= enemy,name = "gill"
trigger11= enemy,name = "Juggernaut"
trigger12= enemy,name = "Magneto"
trigger13= enemy,name = "Doctor Doom"
trigger14= enemy,name = "Dr.Doom"
trigger15= enemy,name = "Thanos"
trigger16= enemy,name = "Apocalypse"
trigger17= enemy,name = "Mech Gouki"
trigger18= enemy,name = "Cyber Akuma"
trigger19= enemy,name = "Onslaught"
trigger20= enemy,name = "Abyss"
trigger21= enemy,name = "Phobos"
trigger22= enemy,name = "Pylon"
trigger23= enemy,name = "jedah"
trigger24= enemy,name = "Jedah Dohma"
trigger25= enemy,name = "Shin Gouki"
trigger26= enemy,name = "God Rugal"
trigger27= enemy,name = "Warlock"
trigger28= enemy,name = "Zero Gouki"
trigger29= enemy,name = "Sagat"
trigger30= enemy,name = "Dan"
trigger31= enemy,name = "Dan Hibiki"
trigger32= enemy,name = "Cyber Dan"
trigger33= enemy,name = "Evil Ryu"
trigger34= enemy,name = "Evil Ken"
trigger35= enemy,name = "Evil Dan"
trigger36= enemy,name = "Siguma"
trigger37= enemy,name = "Vava"
trigger38= enemy,name = "Gouken"
trigger39= enemy,name = "Geese"
trigger40= enemy,name = "Geese Howard"
trigger41= enemy,name = "NIGHTMARE GEESE"
trigger42= enemy,name = "Krauser"
trigger43= enemy,name = "Ryo"
trigger44= enemy,name = "Ryo Sakazaki"
trigger45= enemy,name = "Grant"
trigger46= enemy,name = "Kain"
trigger47= enemy,name = "Kain.R.Heinlein"
trigger48= enemy,name = "Kain R Heinlein"
trigger49= enemy,name = "Mr Karate"
trigger50= enemy,name = "Mr.Karate"
trigger51= enemy,name = "Mr.Big"
trigger52= enemy,name = "Sinclair"
trigger53= enemy,name = "Wyler"
trigger54= enemy,name = "Amakusa"
trigger55= enemy,name = "Mizuki"
trigger56= enemy,name = "Kuroko"
trigger57= enemy,name = "Zankuro"
trigger58= enemy,name = "Zankuro Minazuki"
trigger59= enemy,name = "Gaoh"
trigger60= enemy,name = "gigas"
trigger61= enemy,name = "ZEUS"
trigger62= enemy,name = "Dio"
trigger63= enemy,name = "NeoDio"
trigger64= enemy,name = "Neo-Dio"
trigger65= enemy,name = "Shishioh"
trigger66= enemy,name = "Shin Shishioh"
trigger67= enemy,name = "ShinShishioh"
trigger68= enemy,name = "Jazu"
trigger69= enemy,name = "Karnov"
trigger70= enemy,name = "Ox"
trigger71= enemy,name = "Behemoth"
trigger72= enemy,name = "Eelis"
trigger73= enemy,name = "Lucifer"
trigger74= enemy,name = "Abubo"
trigger75= enemy,name = "JOHANN"
trigger76= enemy,name = "Shinnosuke Kagami"
trigger77= enemy,name = "Kouryu"
trigger78= enemy,name = "SISSY"
trigger79= enemy,name = "Otane"
trigger80= enemy,name = "Oume"
trigger81= enemy,name = "Son Gokuu"
trigger82= enemy,name = "Feldenkrais"
trigger83= enemy,name = "FeldenKrais"
trigger84= enemy,name = "Felden Kryz"
trigger85= enemy,name = "Fernandes"
trigger86= enemy,name = "Rugal"
trigger87= enemy,name = "Rugal Bernstein"
trigger88= enemy,name = "Omega Rugal"
trigger89= enemy,name = "o-rugal"
trigger90= enemy,name = "Goenitz"
trigger91= enemy,name = "yamazaki"
trigger92= enemy,name = "Ryuji Yamazaki"
trigger93= enemy,name = "Violent Yamazaki"
trigger94= enemy,name = "Chonshu"
trigger95= enemy,name = "Jin Chonshu"
trigger96= enemy,name = "Chonrei"
trigger97= enemy,name = "Jin Chonrei"
trigger98= enemy,name = "Orochi"
trigger99= enemy,name = "yashiro"
trigger100= enemy,name = "Yashiro Nanakase"
trigger101= enemy,name = "orochiyashiro"
trigger102= enemy,name = "Shermie"
trigger103= enemy,name = "orochiShermie"
trigger104= enemy,name = "chris"
trigger105= enemy,name = "orochichris"
trigger106= enemy,name = "Orochi Iori"
trigger107= enemy,name = "Orochi Leona"
trigger108= enemy,name = "Chizuru"
trigger109= enemy,name = "Chizuru Kagura"
trigger110= enemy,name = "Chizuru&Maki"
trigger111= enemy,name = "Krizalid"
trigger112= enemy,name = "kyo"
trigger113= enemy,name = "kyo kusanagi"
trigger114= enemy,name = "iori"
trigger115= enemy,name = "iori yagami"
trigger116= enemy,name = "KUSANAGI"
trigger117= enemy,name = "zero"
trigger118= enemy,name = "OriginalZero"
trigger119= enemy,name = "Kula"
trigger120= enemy,name = "Kula Diamond"
trigger121= enemy,name = "god yuri"
trigger122= enemy,name = "igniz"
trigger123= enemy,name = "cvsg_rugal"
trigger124= enemy,name = "Y'"
trigger125= enemy,name = "Adel"
trigger126= enemy,name = "adelheid"
trigger127= enemy,name = "O-Adel"
trigger128= enemy,name = "Mukai"
trigger129= enemy,name = "Long"
trigger130= enemy,name = "Shion"
trigger131= enemy,name = "Magaki"
trigger132= enemy,name = "Carlos"
trigger133= enemy,name = "Dee"
trigger134= enemy,name = "Testament"
trigger135= enemy,name = "Justice"
trigger136= enemy,name = "Dizzy"
trigger137= enemy,name = "I-no"
trigger138= enemy,name = "order-Sol=Badguy"
trigger139= enemy,name = "Leopaldon"
trigger140= enemy,name = "JUDGMENT"
trigger141= enemy,name = "Yumeji"
trigger142= enemy,name = "Sankuro"
trigger143= enemy,name = "Mildred_Avallone"
trigger144= enemy,name = "Angelia Avallone"
trigger145= enemy,name = "gonzales"
trigger146= enemy,name = "Azteca"
trigger147= enemy,name = "General"
trigger148= enemy,name = "Rockman zero"
trigger149= enemy,name = "Rockmanzero"
trigger150= enemy,name = "Mars People"
trigger151= enemy,name = "MarsPeople"
trigger152= enemy,name = "Demitri"
trigger153= enemy,name = "Demitri Maximoff"
trigger154= enemy,name = "svcathena"
trigger155= enemy,name = "Red Arremer"
trigger156= enemy,name = "svckarate"
trigger157= enemy,name = "Mizuchi"
trigger158= enemy,name = "Rugal.B"
trigger159= enemy,name = "Rugal2k2"
trigger160= enemy,name = "omega rugal98"
trigger161= enemy,name = "Rugal_TLE"
trigger162= enemy,name = "Silver"
trigger163= enemy,name = "Gai Tendo"
trigger164= enemy,name = "Syo Hayate"
trigger165= enemy,name = "Final Sigma W"
trigger166= enemy,name = "Sigma"
trigger167= enemy,name = "Omega Zero" && enemy,authorname != "Sigmund=E=Wily + Anubis Black"
trigger168= enemy,name = "Vile"
trigger169= enemy,name = "iX"
trigger170= enemy,name = "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
v = 4
value = 1


;===========================================================================
[State 190, 0]
type = varset
trigger1 = p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion"
trigger2 = p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER"
trigger3= p2name = "Siguma" || p4name = "Siguma"
trigger4= p2name = "Vava" || p4name = "Vava"
trigger5= p2name = "zero" || p4name = "zero"
trigger6= p2name = "Rockman zero" || p4name = "Rockman zero"
trigger7= p2name = "Rockmanzero" || p4name = "Rockmanzero"
trigger8= p2name = "Final Sigma W" || p4name = "Final Sigma W"
trigger9= p2name = "Sigma" || p4name = "Sigma"
trigger10= p2name = "Omega Zero" || p4name = "Omega Zero"
trigger11= p2name = "Vile" || p4name = "Vile"
trigger12= p2name = "iX" || p4name = "iX"
trigger13= p2name = "heart-armardi" || p4name = "heart-armardi"
trigger14 = p2name = "colonel_X4" || p4name = "colonel_X4"
trigger15 = p2name = "iris_X4" || p4name = "iris_X4"
trigger16 = p2name = "Infinity Sigma" || p4name = "Infinity Sigma"
trigger17 = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger18 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger19 = (p2name = "Magma Dragoon" || p4name = "Magma Dragoon")&& enemy,authorname = "ArcadeDemo"
trigger20 = (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")&& enemy,authorname = "ArcadeDemo"
trigger21 = (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")&& enemy,authorname = "ArcadeDemo"
trigger22 = (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")&& enemy,authorname = "ArcadeDemo"
trigger23 = (p2name = "mattrex" || p4name = "mattrex")&& enemy,authorname = "ArcadeDemo"
trigger24 = (p2name = "skiver" || p4name = "skiver")&& enemy,authorname = "MugenDemo"
trigger25 = (p2name = "Dynamo" || p4name = "Dynamo")&& enemy,authorname = "D.Mugen & V.X"
trigger26 = (p2name = "spike rosered" || p4name = "spike rosered")
trigger27 = (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger28 = (p2name = "HIGHMAX" || p4name = "HIGHMAX")&& enemy,authorname = "taihei//RedLine"
trigger29 = (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")&& enemy,authorname = "ArcadeDemo"
trigger30 = (p2name = "Split Mushroom" || p4name = "Split Mushroom")&& enemy,authorname = "ArcadeDemo"
trigger31 = (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")&& enemy,authorname = "ArcadeDemo"
trigger32 = (p2name = "Web Spider" || p4name = "Web Spider")&& enemy,authorname = "ArcadeDemo"
trigger33 = (p2name = "Elecman URM Prototype v3" || p4name = "Magma Dragoon")&& enemy,authorname = "Shircan"
trigger34 = (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")&& enemy,authorname = "Shircan"
trigger35 = (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")&& enemy,authorname = "Shircan"
trigger36 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")&& enemy,authorname = "ArcadeDemo"
trigger37 = p2name = "Vile MMHX" || p4name = "Vile MMHX"
trigger38 = (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")&& enemy,authorname = "Shircan"
trigger39 = p2name = "Magma Dragoon" || p4name = "Magma Dragoon"
trigger40 = p2name = "MEGA MAN/ROCK MAN X6 GATE" || p4name = "MEGA MAN/ROCK MAN X6 GATE"
trigger41 = (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger42 = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger43 = p2name = "Gaea Armor" || p4name = "Gaea Armor"
trigger44 = p2name = "Shadow Armor" || p4name = "Shadow Armor"
trigger45 = p2name = "Megaman X Unlimited Potential" || p4name = "Megaman X Unlimited Potential"
trigger46 = p2name = "Ultimate Armor" || p4name = "Ultimate Armor"
trigger47 = p2name = "Zero X1 Maverick Hunter" || p4name = "Zero X1 Maverick Hunter"
trigger48 = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger49 = p2name = "Omega Zero player" || p4name = "Omega Zero player"
trigger50 = p2name = "iXplayer" || p4name = "iXplayer"
trigger51 = p2name = "First Armor" || p2name = "First Armor"
trigger52 = p2name = "EX Light Armor" || p2name = "EX Light Armor"
v = 53
value = 1

[state -2]
type = assertspecial
trigger1= p2name = "Final Sigma W" || p4name = "Final Sigma W"
trigger2= p2name = "Sigma" || p4name = "Sigma"
trigger3 = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname != "Sigmund=E=Wily + Anubis Black"
trigger4= p2name = "Vile" || p4name = "Vile"
trigger5= p2name = "iX" || p4name = "iX"
trigger6= p2name = "heart-armardi" || p4name = "heart-armardi"
trigger7 = p2name = "colonel_X4" || p4name = "colonel_X4"
trigger8 = p2name = "iris_X4" || p4name = "iris_X4"
trigger9 = p2name = "Infinity Sigma" || p4name = "Infinity Sigma"
trigger10 = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black")
trigger11 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger12 = (p2name = "Magma Dragoon" || p4name = "Magma Dragoon")&& enemy,authorname = "ArcadeDemo"
trigger13 = (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")&& enemy,authorname = "ArcadeDemo"
trigger14 = (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")&& enemy,authorname = "ArcadeDemo"
trigger15 = (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")&& enemy,authorname = "ArcadeDemo"
trigger16 = (p2name = "mattrex" || p4name = "mattrex")&& enemy,authorname = "ArcadeDemo"
trigger17 = (p2name = "skiver" || p4name = "skiver")&& enemy,authorname = "MugenDemo"
trigger18 = (p2name = "Dynamo" || p4name = "Dynamo")&& enemy,authorname = "D.Mugen & V.X"
trigger19 = (p2name = "spike rosered" || p4name = "spike rosered")
trigger20 = (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger21 = (p2name = "HIGHMAX" || p4name = "HIGHMAX")&& enemy,authorname = "taihei//RedLine"
trigger22 = (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")&& enemy,authorname = "ArcadeDemo"
trigger23 = (p2name = "Split Mushroom" || p4name = "Split Mushroom")&& enemy,authorname = "ArcadeDemo"
trigger24 = (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")&& enemy,authorname = "ArcadeDemo"
trigger25 = (p2name = "Web Spider" || p4name = "Web Spider")&& enemy,authorname = "ArcadeDemo"
trigger26 = (p2name = "Elecman URM Prototype v3" || p4name = "Magma Dragoon")&& enemy,authorname = "Shircan"
trigger27 = (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")&& enemy,authorname = "Shircan"
trigger28 = (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")&& enemy,authorname = "Shircan"
trigger29 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")&& enemy,authorname = "ArcadeDemo"
trigger30 = p2name = "Vile MMHX" || p4name = "Vile MMHX"
trigger31 = (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")&& enemy,authorname = "Shircan"
trigger32 = p2name = "Magma Dragoon" || p4name = "Magma Dragoon"
trigger33 = p2name = "MEGA MAN/ROCK MAN X6 GATE" || p4name = "MEGA MAN/ROCK MAN X6 GATE"
trigger34 = (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger35 = (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")&& enemy,authorname = "Exclamation_Question"
trigger36 = (p2name = "Awakened Zero" || p4name = "Awakened Zero")&& enemy,authorname = "Tomislav Lukic"
trigger37 = (p2name = "Zero Awakening" || p4name = "Zero Awakening")&& enemy,authorname = "D.Mugen"
trigger38 = (p2name = "Zero (Normal) Boss" || p4name = "Zero (Normal) Boss")&& enemy,authorname = "D.Mugen"
trigger39 = (p2name = "Zero Nightmare" || p4name = "Zero Nightmare")&& enemy,authorname = "zen"
trigger40 = (p2name = "VAVA MK2" || p4name = "VAVA MK2")&& enemy,authorname = "Reploids Labo"
trigger41 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")&& enemy,authorname = "Dr.Doppler"
trigger42 = (p2name = "Mac" || p4name = "Mac")&& enemy,authorname = "Dr.Doppler"
flag = nomusic

[state -2]
type = assertspecial
trigger1 = var(53)=1
flag = nobardisplay


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


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



;---------------------------------------------------------------------------
[state -2]
type = assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[state -2]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = noshadow

[state -2]
type = assertspecial
trigger1 = 1
flag = noautoturn

[state -2, WeaponRecover]
Type = PowerSet
Trigger1 = Roundstate = 0
value = ifelse(var(30)!=3,PowerMax,power)

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[state -2]
type = varadd
trigger1 = life = [1,300]
trigger1 = var(7) <= 5
v = 7
value = 1

[state -2]
type = varset
trigger1 = life > 300
v = 7
value = 0


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

[state -2]
type = varadd
triggerall = var(30) = 3
triggerall = fvar(33) <= 1
trigger1 = power = [1000,1499]
trigger2 = power = [2000,2499]
trigger3 = power = [3000,3499]
trigger4 = power >= 4000
fv = 33
value = 1

[state -2]
type = varset
triggerall = var(30) = 3
triggerall = fvar(33) >= 1
trigger1 = power < 1000
trigger2 = power = [1500,1999]
trigger3 = power = [2500,2999]
trigger4 = power = [3500,3999]
fv = 33
value = 0

[state -2]
type = varadd
triggerall = var(30) = 3
triggerall = fvar(31) <= 1
trigger1 = fvar(30) = [0.5,0.75]
trigger2 = fvar(30) >= 1
fv = 31
value = 1

[state -2]
type = varset
triggerall = var(30) = 3
triggerall = fvar(31) >= 1
trigger1 = fvar(30) < 0.5
trigger2 = fvar(30) = [0.76,0.99]
fv = 31
value = 0



[state -2]
type = PlaySnd
triggerall = var(30) = 3
trigger1 = fvar(33) = 1
value = 1000, 50

[state -2]
type = PlaySnd
triggerall = var(30) = 3
trigger1 = fvar(31) = 1
value = 10000, 3

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;KO
;---------------------------------------------------------------------------
[state -2]
type = changestate
trigger1 = var(59) = 0
trigger1 = life <= 0
trigger1 = stateno != 8010
trigger1 = stateno != 5150
value = 8010

[state a]
type = changestate
trigger1 = var(59) > 0
trigger1 = life <= 0
trigger1 = var(58) = 1
trigger1 = stateno != 8010
trigger1 = stateno != 5150
trigger1 = stateno != [8100,8200]
value = 8010

[state a]
type = changestate
trigger1 = var(59) > 0
trigger1 = life <= var(15)
trigger1 = var(58) = 0
trigger1 = stateno != 8000
trigger1 = stateno != 8010
trigger1 = stateno != 5150
trigger1 = stateno != [8100,8200]
value = 8100

;---------------------------------------------------------------------------
[state -2]
type = varset
trigger1 = statetype != A
trigger1 = stateno != 100
v = 3
value = 0

[state -2]
type = stopsnd
trigger1 = stateno != 60
channel = 3

[state -2]
type = varset
trigger1 = var(30) = 3
v = 57
value = 0

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



[state -2]
type = varset
triggerall = var(31) = 0
triggerall = var(30) < 3
trigger1 = numhelper(530) < 3
trigger2 = numhelper(10500) < 1 && (var(58) = 1 && power >= 125)
trigger3 = numhelper(20500) < 2 && (var(58) = 2 && power >= 125)
trigger4 = numhelper(20501) < 2 && (var(58) = 2 && power >= 125)
trigger5 = numhelper(30500) < 1 && (var(58) = 3 && power >= 125)
trigger6 = numhelper(30501) < 1 && (var(58) = 3 && power >= 125)
trigger7 = numhelper(30502) < 1 && (var(58) = 3 && power >= 125)
trigger8 = numhelper(40500) < 1 && (var(58) = 4 && power >= 125)
trigger9 = numhelper(50500) < 2 && (var(58) = 5 && power >= 125)
trigger10 = numhelper(60500) < 1 && (var(58) = 6 && power >= 125)
trigger11 = numhelper(60503) < 1 && (var(58) = 6 && power >= 125)
trigger12 = numhelper(60504) < 1 && (var(58) = 6 && power >= 125)
trigger13 = numhelper(70500) < 1 && (var(58) = 7 && power >= 125)
trigger14 = numhelper(70502) < 1 && (var(58) = 7 && power >= 125)
trigger15 = numhelper(71500) < 1 && (var(58) = 7 && power >= 125)
trigger16 = numhelper(80500) < 1 && (var(58) = 8 && power >= 125)
trigger17 = numhelper(80501) < 1 && (var(58) = 8 && power >= 125)
trigger18 = numhelper(80502) < 1 && (var(58) = 8 && power >= 125)
trigger19 = numhelper(80503) < 1 && (var(58) = 8 && power >= 125)
trigger20 = numhelper(80504) < 1 && (var(58) = 8 && power >= 125)
trigger21 = numhelper(80505) < 1 && (var(58) = 8 && power >= 125)
trigger22 = numhelper(80506) < 1 && (var(58) = 8 && power >= 125)
v = 57
value = 0

[state -2]
type = varset
triggerall = var(31) = 0
triggerall = var(30) < 3
trigger1 = numhelper(530) >= 3
trigger2 = numhelper(10500) >= 1 || (var(58) = 1 && power < 125)
trigger3 = numhelper(20500) >= 2 || (var(58) = 2 && power < 125)
trigger4 = numhelper(20501) >= 2 || (var(58) = 2 && power < 125)
trigger5 = numhelper(30500) >= 1 || (var(58) = 3 && power < 125)
trigger6 = numhelper(30501) >= 1 || (var(58) = 3 && power < 125)
trigger7 = numhelper(30502) >= 1 || (var(58) = 3 && power < 125)
trigger8 = numhelper(40500) >= 1 || (var(58) = 4 && power < 125)
trigger9 = numhelper(50500) >= 2 || (var(58) = 5 && power < 125)
trigger10 = numhelper(60500) >= 1 || (var(58) = 6 && power < 125)
trigger11 = numhelper(60503) >= 1 || (var(58) = 6 && power < 125)
trigger12 = numhelper(60504) >= 1 || (var(58) = 6 && power < 125)
trigger13 = numhelper(70500) >= 1 || (var(58) = 7 && power < 125)
trigger14 = numhelper(70502) >= 1 || (var(58) = 7 && power < 125)
trigger15 = numhelper(71500) >= 1 || (var(58) = 7 && power < 125)
trigger16 = numhelper(80500) >= 1 || (var(58) = 8 && power < 125)
trigger17 = numhelper(80501) >= 1 || (var(58) = 8 && power < 125)
trigger18 = numhelper(80502) >= 1 || (var(58) = 8 && power < 125)
trigger19 = numhelper(80503) >= 1 || (var(58) = 8 && power < 125)
trigger20 = numhelper(80504) >= 1 || (var(58) = 8 && power < 125)
trigger21 = numhelper(80505) >= 1 || (var(58) = 8 && power < 125)
trigger22 = numhelper(80506) >= 1 || (var(58) = 8 && power < 125)
v = 57
value = 1

[state -2]
type = varset
triggerall = var(31) = 1
triggerall = var(30) < 3
trigger1 = numhelper(530) < 3
trigger2 = numhelper(12500) < 3 && (var(58) = 1 && power >= 125)
trigger3 = numhelper(12501) < 9 && (var(58) = 1 && power >= 125)
trigger4 = numhelper(22500) < 5 && (var(58) = 2 && power >= 125)
trigger5 = numhelper(22503) < 5 && (var(58) = 2 && power >= 125)
trigger6 = numhelper(22504) < 5 && (var(58) = 2 && power >= 125)
trigger7 = numhelper(32500) < 2 && (var(58) = 3 && power >= 125)
trigger8 = numhelper(42500) < 2 && (var(58) = 4 && power >= 125)
trigger9 = numhelper(52500) < 2 && (var(58) = 5 && power >= 125)
trigger10 = numhelper(52501) < 2 && (var(58) = 5 && power >= 125)
trigger11 = numhelper(52502) < 2 && (var(58) = 5 && power >= 125)
trigger12 = numhelper(62500) < 3 && (var(58) = 6 && power >= 125)
trigger13 = numhelper(62501) < 3 && (var(58) = 6 && power >= 125)
trigger14 = numhelper(72500) < 2 && (var(58) = 7 && power >= 125)
trigger15 = numhelper(72501) < 2 && (var(58) = 7 && power >= 125)
v = 57
value = 0

[state -2]
type = varset
triggerall = var(31) = 1
triggerall = var(30) < 3
trigger1 = numhelper(530) = 3
trigger2 = numhelper(12500) >= 3 || (var(58) = 1 && power < 125)
trigger3 = numhelper(12501) >= 9 || (var(58) = 1 && power < 125)
trigger4 = numhelper(22500) >= 5 || (var(58) = 2 && power < 125)
trigger5 = numhelper(22503) >= 5 || (var(58) = 2 && power < 125)
trigger6 = numhelper(22504) >= 5 || (var(58) = 2 && power < 125)
trigger7 = numhelper(32500) >= 2 || (var(58) = 3 && power < 125)
trigger8 = numhelper(42500) >= 2 || (var(58) = 4 && power < 125)
trigger9 = numhelper(52500) >= 2 || (var(58) = 5 && power < 125)
trigger10 = numhelper(52501) >= 2 || (var(58) = 5 && power < 125)
trigger11 = numhelper(52502) >= 2 || (var(58) = 5 && power < 125)
trigger12 = numhelper(62500) >= 3 || (var(58) = 6 && power < 125)
trigger13 = numhelper(62501) >= 3 || (var(58) = 6 && power < 125)
trigger14 = numhelper(72500) >= 2 || (var(58) = 7 && power < 125)
trigger15 = numhelper(72501) >= 2 || (var(58) = 7 && power < 125)
v = 57
value = 1

[state -2]
type = varset
triggerall = var(31) = 2
triggerall = var(30) < 3
trigger1 = numhelper(530) < 3
trigger2 = numhelper(14500) < 5 && (var(58) = 1 && power >= 125)
trigger3 = numhelper(24500) < 2 && (var(58) = 2 && power >= 125)
trigger4 = numhelper(24501) < 2 && (var(58) = 2 && power >= 125)
trigger5 = numhelper(24502) < 2 && (var(58) = 2 && power >= 125)
trigger6 = numhelper(34500) < 2 && (var(58) = 3 && power >= 125)
trigger7 = numhelper(44500) < 2 && (var(58) = 4 && power >= 125)
trigger8 = numhelper(54500) < 1 && (var(58) = 5 && power >= 125)
trigger9 = numhelper(55500) < 1 && (var(58) = 5 && power >= 125)
trigger10 = numhelper(64500) < 3 && (var(58) = 6 && power >= 125)
trigger11 = numhelper(74500) < 3 && (var(58) = 7 && power >= 125)
trigger12 = numhelper(84500) < 2 && (var(58) = 8 && power >= 125)
trigger13 = numhelper(84501) < 2 && (var(58) = 8 && power >= 125)
trigger14 = numhelper(85500) < 1 && (var(58) = 8 && power >= 125)
trigger15 = numhelper(85501) < 1 && (var(58) = 8 && power >= 125)
trigger16 = numhelper(85502) < 1 && (var(58) = 8 && power >= 125)
trigger17 = numhelper(85503) < 1 && (var(58) = 8 && power >= 125)
trigger18 = numhelper(85504) < 1 && (var(58) = 8 && power >= 125)
trigger19 = numhelper(85505) < 1 && (var(58) = 8 && power >= 125)
trigger20 = numhelper(84506) < 1 && (var(58) = 8 && power >= 125)
trigger21 = numhelper(84507) < 1 && (var(58) = 8 && power >= 125)
trigger22 = numhelper(84508) < 1 && (var(58) = 8 && power >= 125)
trigger23 = numhelper(84509) < 1 && (var(58) = 8 && power >= 125)
v = 57
value = 0

[state -2]
type = varset
triggerall = var(31) = 2
triggerall = var(30) < 3
trigger1 = numhelper(530) = 3
trigger2 = numhelper(14500) >= 5 || (var(58) = 1 && power < 125)
trigger3 = numhelper(24500) >= 2 || (var(58) = 2 && power < 125)
trigger4 = numhelper(24501) >= 2 || (var(58) = 2 && power < 125)
trigger5 = numhelper(24502) >= 2 || (var(58) = 2 && power < 125)
trigger6 = numhelper(34500) >= 2 || (var(58) = 3 && power < 125)
trigger7 = numhelper(44500) >= 2 || (var(58) = 4 && power < 125)
trigger8 = numhelper(54500) >= 1 || (var(58) = 5 && power < 125)
trigger9 = numhelper(55500) >= 1 || (var(58) = 5 && power < 125)
trigger10 = numhelper(64500) >= 3 || (var(58) = 6 && power < 125)
trigger11 = numhelper(74500) >= 3 || (var(58) = 7 && power < 125)
trigger12 = numhelper(84500) >= 2 || (var(58) = 8 && power < 125)
trigger13 = numhelper(84501) >= 2 || (var(58) = 8 && power < 125)
trigger14 = numhelper(85500) >= 1 || (var(58) = 8 && power < 125)
trigger15 = numhelper(85501) >= 1 || (var(58) = 8 && power < 125)
trigger16 = numhelper(85502) >= 1 || (var(58) = 8 && power < 125)
trigger17 = numhelper(85503) >= 1 || (var(58) = 8 && power < 125)
trigger18 = numhelper(85504) >= 1 || (var(58) = 8 && power < 125)
trigger19 = numhelper(85505) >= 1 || (var(58) = 8 && power < 125)
trigger20 = numhelper(85506) >= 1 || (var(58) = 8 && power < 125)
trigger21 = numhelper(85507) >= 1 || (var(58) = 8 && power < 125)
trigger22 = numhelper(85508) >= 1 || (var(58) = 8 && power < 125)
trigger23 = numhelper(85509) >= 1 || (var(58) = 8 && power < 125)
v = 57
value = 1

[state -2];武器発射フラグ（１２P以外）
type = varset
triggerall = var(30) < 3 && var(32) <= 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) = 0
trigger1 = command = "x"
triggerall = var(57) = 0
triggerall = command != "Hadouken1"
triggerall = command != "HadoukenEX"
triggerall = command != "ShinkuuHadouken1"
triggerall = command != "DenjinHadouken"
v = 8
value = 20

[state -2];武器発射フラグ（１２P）
type = varset
triggerall = var(30) = 3 || var(32) > 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) = 0
trigger1 = command = "x"
triggerall = var(57) = 0
triggerall = command != "Hadouken1"
triggerall = command != "HadoukenEX"
triggerall = command != "ShinkuuHadouken1"
triggerall = command != "DenjinHadouken"
v = 8
value = 20

[state -2];チャージショット（バスター）
type = varset
triggerall = (var(58) = 0 && var(9) >= 25)
trigger1 = command != "hold_x"
triggerall = var(57) = 0
v = 8
value = 20

[state -2];特殊チャージ（フロストタワーとエクスプロージョン以外）
type = varset
triggerall = var(58) > 0
triggerall = command != "hold_x"
trigger1 = (var(9) >= 180) && ((power >= 500) || var(30) >= 3)
v = 8
value = 20

[state -2];特殊チャージ（フロストタワーとエクスプロージョン以外）
type = varset
trigger1 = numhelper(55500) > 0
v = 8
value = 17

[State -2, 6];特殊武器消費ノンチャージ
type = PowerAdd
triggerall = var(30) < 3
triggerall = var(58) > 0
triggerall = var(11) < 3
triggerall = var(9) = [0,179]
trigger1 = var(8) = 20
value = -125

[State -2, 6];チャージ特殊武器消費（７）
type = PowerAdd
triggerall = var(31) != 2
triggerall = var(30) < 3
triggerall = var(58) = 7
triggerall = var(11) >= 3
triggerall = var(9) >= 180
trigger1 = var(8) = 20
value = -500

[State -2, 6];Xファイア特殊武器消費（サンダーダンサー）
type = PowerAdd
triggerall = var(31) = 1
triggerall = var(30) < 3
triggerall = var(58) = 8
triggerall = var(11) >= 3
triggerall = var(9) >= 180
trigger1 = var(8) = 20
value = -500

[State -2, 6];チャージ特殊武器消費（アルティメット全般）
type = PowerAdd
triggerall = var(31) = 2
triggerall = var(30) < 3
triggerall = var(58) > 0
triggerall = var(11) >= 3
triggerall = var(9) >= 180
trigger1 = var(8) = 20
value = -500

[state -2]
type = varset
trigger1 = var(8) = 20
trigger1 = var(9) < 25
v = 11
value = 0

[state -2]
type = varset
triggerall = var(58) = 0
trigger1 = var(8) = 20
trigger1 = var(9) >= 25
trigger1 = var(9) < 90
v = 11
value = 1

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

[state -2]
type = varset
triggerall = var(30) < 3
triggerall = var(58) = 0 || (var(58) > 0 && power >= 500)
trigger1 = var(8) = 20
trigger1 = var(9) >= 180
v = 11
value = 3

[state -2]
type = varset
triggerall = var(30) >= 3
trigger1 = var(8) = 20
trigger1 = var(9) >= 180
v = 11
value = 3


[state -2]
type = varset
triggerall = var(58) = 0
trigger1 = var(8) = 18
trigger1 = var(9) < 25
trigger1 = var(12) > 0
v = 11
value = 0

[state -2]
type = varset
triggerall = var(58) > 0
trigger1 = var(8) = 18
v = 11
value = 0

[state -2];チャージショット（バスター）
type = varset
triggerall = var(4) >= 25
trigger1 = command != "hold_y"
v = 21
value = 20

[state -2]
type = varset
trigger1 = var(21) = 20
trigger1 = var(4) < 25
v = 14
value = 0

[state -2]
type = varset
trigger1 = var(21) = 20
trigger1 = var(4) >= 25
trigger1 = var(4) < 90
v = 14
value = 1

[state -2]
type = varset
trigger1 = var(21) = 20
trigger1 = var(4) >= 90
trigger1 = var(4) < 180
v = 14
value = 2

[state -2]
type = varset
trigger1 = var(21) = 20
trigger1 = var(4) >= 180
v = 14
value = 3

[state -2]
type = PlaySnd
trigger1 = var(9) = 26
value = 200, 5
channel = 8

[state -2]
type = PlaySnd
trigger1 = var(9) >= 27
trigger1 = var(9) <= 179
value = 200, 6
lowpriority = 8
channel = 8
loop = 1

[state -2];エネルギーチャージ音
type = PlaySnd
trigger1 = var(9) = 180
value = 200, 7
channel = 8

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

[state -2]
type = PlaySnd
trigger1 = var(4) = 26
value = 200, 15
channel = 7

[state -2]
type = PlaySnd
trigger1 = var(4) >= 27
trigger1 = var(4) <= 179
value = 200, 16
lowpriority = 7
channel = 7
loop = 1

[state -2];エネルギーチャージ音
type = PlaySnd
trigger1 = var(4) = 180
value = 200, 17
channel = 7

[state -2];エネルギーチャージ音２
type = PlaySnd
trigger1 = var(4) >= 181
value = 200, 18
lowpriority = 7
channel = 7
loop = 1


[State -2, Snd 1]
type = PlaySnd
trigger1 = fvar(37) = 720
value = 611,21
channel = 9



[State -2, Snd 1]
type = PlaySnd
triggerall = var(12) < 1
triggerall = var(57) = 0
triggerall = stateno != 2600
triggerall = stateno != 2700
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) < 25
trigger1 = var(8) = 20
value = 302,random%2
channel = 9

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

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


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

[State -21, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 0
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 180
trigger1 = var(8) = 20
value = 304,0

[State -2, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 90
trigger1 = var(9) < 180
trigger1 = var(8) = 20
value = 303,random%6

[State -2, Snd 1];プラズマチャージショット発射ボイス
type = PlaySnd
triggerall = var(46) = 1
triggerall = var(57) = 0
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
triggerall = var(58) = 0
trigger1 = var(9) >= 180
trigger1 = var(8) = 20
value = 304,random%5


[State -2, Snd 1]
type = PlaySnd
triggerall = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
trigger1 = var(9) = 180
trigger2 = var(4) = 180 && var(31) = 1
value = 2000,0

[state -2]
type = stopsnd
trigger1 = command != "hold_x"
trigger2 = var(9) < 25
channel = 8

[state -2]
type = stopsnd
trigger1 = command != "hold_y"
trigger2 = var(4) < 25
channel = 7

;===========================================================================
;立ち１段チャージ
;===========================================================================
[State -2]
type = ChangeState
value = 201
triggerall = var(57) = 0
triggerall = var(58) = 0
triggerall = var(11) = 1
triggerall = var(8) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

;===========================================================================
;立ち２段チャージ
;===========================================================================
[State -2]
type = ChangeState
value = 202
triggerall = var(57) = 0
triggerall = var(58) = 0
triggerall = var(11) = 2
triggerall = var(8) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

;===========================================================================
;立ち３段チャージ兼ダブチャ１
;===========================================================================
[State -2]
type = ChangeState
value = 203
triggerall = var(57) = 0
triggerall = var(58) = 0
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

;===========================================================================
;ダブチャ２（ノーマル限定）
;===========================================================================
[State -2]
type = ChangeState
value = 204
triggerall = var(31) < 1
triggerall = var(57) = 0
triggerall = var(58) = 0
triggerall = var(12) = 1
triggerall = var(8) = 20
triggerall = ctrl = 1
trigger1 = stateno = 0

;===========================================================================
;ノーマルモードノンチャージ特殊武器４
;===========================================================================
[State -2]
type = ChangeState
value = 210
triggerall = var(31) < 1
triggerall = var(58) = 4
triggerall = var(11) = 0
triggerall = var(8) = 20
triggerall = power >= 125 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイアノンチャージ特殊武器４
;===========================================================================
[State -2]
type = ChangeState
value = 211
triggerall = var(31) = 1
triggerall = var(58) = 4
triggerall = var(11) = 0
triggerall = var(8) = 20
triggerall = power >= 125 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;ノーマルモード特殊武器チャージ１
;===========================================================================
[State -2]
type = ChangeState
value = 1500
triggerall = var(31) < 1
triggerall = var(58) = 1
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;ノーマルモード特殊武器チャージ２
;===========================================================================
[State -2]
type = ChangeState
value = 1510
triggerall = var(31) < 1
triggerall = var(58) = 2
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;ノーマルモード特殊武器チャージ３
;===========================================================================
[State -2]
type = ChangeState
value = 1520
triggerall = var(31) < 1
triggerall = var(58) = 3
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;ノーマルモード特殊武器チャージ４
;===========================================================================
[State -2]
type = ChangeState
value = 1530
triggerall = var(31) < 1
triggerall = var(58) = 4
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;ノーマルモード特殊武器チャージ５
;===========================================================================
[State -2]
type = ChangeState
value = 1540
triggerall = var(31) < 1
triggerall = var(58) = 5
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;ノーマルモード特殊武器チャージ６
;===========================================================================
[State -2]
type = ChangeState
value = 1550
triggerall = var(31) < 1
triggerall = var(58) = 6
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;ノーマルモード特殊武器チャージ７
;===========================================================================
[State -2]
type = ChangeState
value = 1560
triggerall = var(31) < 1
triggerall = var(58) = 7
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0

;===========================================================================
;ノーマルモード特殊武器チャージ８
;===========================================================================
[State -2]
type = ChangeState
value = 1570
triggerall = var(31) < 1
triggerall = var(58) = 8
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイア特殊武器チャージ１
;===========================================================================
[State -2]
type = ChangeState
value = 1600
triggerall = var(31) = 1
triggerall = var(58) = 1
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイア特殊武器チャージ２
;===========================================================================
[State -2]
type = ChangeState
value = 1610
triggerall = var(31) = 1
triggerall = var(58) = 2
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイア特殊武器チャージ３
;===========================================================================
[State -2]
type = ChangeState
value = 1620
triggerall = var(31) = 1
triggerall = var(58) = 3
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイア特殊武器チャージ４
;===========================================================================
[State -2]
type = ChangeState
value = 1630
triggerall = var(31) = 1
triggerall = var(58) = 4
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイア特殊武器チャージ５
;===========================================================================
[State -2]
type = ChangeState
value = 1640
triggerall = var(31) = 1
triggerall = var(58) = 5
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイア特殊武器チャージ６
;===========================================================================
[State -2]
type = ChangeState
value = 1650
triggerall = var(31) = 1
triggerall = var(58) = 6
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイア特殊武器チャージ７
;===========================================================================
[State -2]
type = ChangeState
value = 1660
triggerall = var(31) = 1
triggerall = var(58) = 7
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0

;===========================================================================
;Xファイア特殊武器チャージ８
;===========================================================================
[State -2]
type = ChangeState
value = 1670
triggerall = var(31) = 1
triggerall = var(58) = 8
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0

;===========================================================================
;アルティメット特殊武器チャージ１
;===========================================================================
[State -2]
type = ChangeState
value = 1700
triggerall = var(31) = 2
triggerall = var(58) = 1
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0
;===========================================================================
;アルティメット特殊武器チャージ２
;===========================================================================
[State -2]
type = ChangeState
value = 1710
triggerall = var(31) = 2
triggerall = var(58) = 2
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0
;===========================================================================
;アルティメット特殊武器チャージ３
;===========================================================================
[State -2]
type = ChangeState
value = 1720
triggerall = var(31) = 2
triggerall = var(58) = 3
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0
;===========================================================================
;アルティメット特殊武器チャージ４
;===========================================================================
[State -2]
type = ChangeState
value = 1730
triggerall = var(31) = 2
triggerall = var(58) = 4
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0
;===========================================================================
;アルティメット特殊武器チャージ５
;===========================================================================
[State -2]
type = ChangeState
value = 1740
triggerall = var(31) = 2
triggerall = var(58) = 5
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0
;===========================================================================
;アルティメット特殊武器チャージ６
;===========================================================================
[State -2]
type = ChangeState
value = 1750
triggerall = var(31) = 2
triggerall = var(58) = 6
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0
;===========================================================================
;アルティメット特殊武器チャージ７
;===========================================================================
[State -2]
type = ChangeState
value = 1760
triggerall = var(31) = 2
triggerall = var(58) = 7
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0
;===========================================================================
;アルティメット特殊武器チャージ８
;===========================================================================
[State -2]
type = ChangeState
value = 1770
triggerall = var(31) = 2
triggerall = var(58) = 8
triggerall = var(11) = 3
triggerall = var(8) = 20
triggerall = power >= 500 || var(30) >= 3
triggerall = ctrl = 1
trigger1 = stateno = 0

;===========================================================================
;Xファイア固有アクションチャージ２地上
;===========================================================================
[State -2]
type = ChangeState
value = 2450
triggerall = var(31) = 1
triggerall = var(14) = 2
triggerall = var(21) = 20
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 100
trigger3 = stateno = 20

;===========================================================================
;Xファイア固有アクションチャージ２空中
;===========================================================================
[State -2]
type = ChangeState
value = 2460
triggerall = var(31) = 1
triggerall = var(14) = 2
triggerall = var(21) = 20
triggerall = stateno != 300 && stateno != 470 && stateno != 2470
triggerall = statetype = A
trigger1 = ctrl

;===========================================================================
;Xファイア固有アクションチャージ２壁
;===========================================================================
[State -2]
type = ChangeState
value = 2470
triggerall = var(31) = 1
triggerall = var(14) = 2
triggerall = var(21) = 20
triggerall = stateno = 300 || stateno = 470 || stateno = 2470
triggerall = time >= 1;animelem = 4,>0
trigger1 = ctrl

;===========================================================================
;Xファイア固有アクション最大チャージ
;===========================================================================
[State -2]
type = ChangeState
value = 480
triggerall = var(31) = 1
triggerall = var(14) = 3
triggerall = var(21) = 20
triggerall = power >= 500 || var(30) >= 3
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;勝利時Xファイア変身解除
;===========================================================================
[State -2]
type = ChangeState
value = 1020
triggerall = var(31) = 1
triggerall = win
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[state -2]
type = varset
triggerall = var(31) = 1
triggerall = var(30) = 1
triggerall = win
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
v = 31
value = 0

;===========================================================================
;勝利時Xファイア変身解除
;===========================================================================
[State -2]
type = ChangeState
value = 1021
triggerall = stateno != 1031
triggerall = var(31) = 2
triggerall = win
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

[state -2]
type = varset
triggerall = var(31) = 2
triggerall = var(30) = 2
triggerall = win
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)
v = 31
value = 0


;===========================================================================
;勝利時Xファイア変身解除
;===========================================================================
[State -2]
type = ChangeState
value = 1022
trigger1 = stateno = 1031
triggerall = var(31) = 2
triggerall = win



;===========================================================================
;Xファイアアクショントリガー（１０P以外は武器エネ０で発動）
;===========================================================================
[State -2]
type = ChangeState
value = 1010
triggerall = var(31) = 1 && var(30) = 0
triggerall = power <= 0
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイアアクショントリガー（１０P以外は武器エネ０で発動）
;===========================================================================
[State -2]
type = ChangeState
value = 1051
trigger1 = stateno != 1031
triggerall = var(31) = 2 && var(30) = 0
triggerall = power <= 0
trigger1 = ctrl = 1 || (stateno = 100 & ctrl = 0) || (ctrl = 0 && stateno = 20)

;===========================================================================
;Xファイアアクショントリガー（１０P以外は武器エネ０で発動）
;===========================================================================
[State -2]
type = ChangeState
value = 1052
triggerall = var(31) = 2 && var(30) = 0
triggerall = power <= 0
trigger1 = stateno = 1031

[state -2];エネルギーチャージエフェクト1
type = Explod
triggerall = var(9) >= 25
triggerall = var(9) < 90
trigger1 = numexplod(520) = 0
trigger1 = numexplod(522) = 0
trigger1 = numexplod(524) = 0
anim = 520
id = 520
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];エネルギーチャージエフェクト2
type = Explod
triggerall = var(9) >= 90
triggerall = var(9) < 180
trigger1 = numexplod(520) = 0
trigger1 = numexplod(522) = 0
trigger1 = numexplod(524) = 0
anim = 522
id = 522
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];プラズマチャージエフェクト2
type = Explod
triggerall = var(9) >= 90
triggerall = var(9) < 180
trigger1 = numexplod(521) = 0
trigger1 = numexplod(523) = 0
anim = 521
id = 521
sprpriority = 3
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];エネルギーチャージエフェクト3
type = Explod
triggerall = var(9) >= 180
trigger1 = numexplod(520) = 0
trigger1 = numexplod(522) = 0
trigger1 = numexplod(524) = 0
anim = 524
id = 524
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];プラズマチャージエフェクト3
type = Explod
triggerall = var(9) >= 180
trigger1 = numexplod(521) = 0
trigger1 = numexplod(523) = 0
anim = 523
id = 523
sprpriority = 3
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];エネルギーチャージエフェクト1
type = Explod
triggerall = var(4) >= 25
triggerall = var(4) < 90
trigger1 = numexplod(530) = 0
trigger1 = numexplod(532) = 0
trigger1 = numexplod(534) = 0
anim = 520
id = 530
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];エネルギーチャージエフェクト2
type = Explod
triggerall = var(4) >= 90
triggerall = var(4) < 180
trigger1 = numexplod(530) = 0
trigger1 = numexplod(532) = 0
trigger1 = numexplod(534) = 0
anim = 522
id = 532
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];プラズマチャージエフェクト2
type = Explod
triggerall = var(4) >= 90
triggerall = var(4) < 180
trigger1 = numexplod(531) = 0
trigger1 = numexplod(533) = 0
anim = 521
id = 531
sprpriority = 3
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];エネルギーチャージエフェクト3
type = Explod
triggerall = var(4) >= 180
trigger1 = numexplod(530) = 0
trigger1 = numexplod(532) = 0
trigger1 = numexplod(534) = 0
anim = 524
id = 534
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];プラズマチャージエフェクト3
type = Explod
triggerall = var(4) >= 180
trigger1 = numexplod(531) = 0
trigger1 = numexplod(533) = 0
anim = 523
id = 533
sprpriority = 3
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-4
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999


[state -2];エネルギーチャージエフェクト3
type = Explod
triggerall = var(31) = 0 && var(58) = 0
triggerall = var(9) >= 180
trigger1 = numexplod(525) = 0
anim = 525
id = 525
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-10
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];エネルギーチャージエフェクト3
type = Explod
triggerall = var(31) = 0 && var(58) != 0
triggerall = var(9) >= 180
trigger1 = numexplod(526) = 0
anim = 525
id = 526
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-10
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];エネルギーチャージエフェクト3
type = Explod
triggerall = var(31) != 0
triggerall = var(9) >= 180
trigger1 = numexplod(526) = 0
anim = 525
id = 526
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-10
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

[state -2];エネルギーチャージエフェクト3
type = Explod
triggerall = var(4) >= 180
trigger1 = numexplod(536) = 0
anim = 525
id = 536
sprpriority = 5
postype = p1
pos = Const(Size.Mid.Pos.X),Const(Size.Mid.Pos.Y)-10
bindtime = -1
removetime = -1
trans = addalpha
alpha = 225,200
ownpal = 1
pausemovetime = 999999

;--------------------------------------------------------------------------------------------------------------------------
[state -2];チャージエフェクト消去
type = removeexplod
trigger1 = var(9) < 25
id = 520
;--------------------------------------------------------------------------------------------------------------------------
[state -2];チャージエフェクト消去
type = removeexplod
trigger1 = var(9) < 90
id = 521

[state -2];チャージエフェクト消去
type = removeexplod
trigger1 = var(9) < 90
id = 522

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

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

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

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

[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(12) < 1
id = 525

[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(9) < 180
id = 526

;--------------------------------------------------------------------------------------------------------------------------
[state -2];チャージエフェクト消去
type = removeexplod
trigger1 = var(4) < 25
id = 530
;--------------------------------------------------------------------------------------------------------------------------
[state -2];チャージエフェクト消去
type = removeexplod
trigger1 = var(4) < 90
id = 531

[state -2];チャージエフェクト消去
type = removeexplod
trigger1 = var(4) < 90
id = 532

[state -2];チャージエフェクト消去１
type = removeexplod
trigger1 = var(4) > 89
id = 530
;--------------------------------------------------------------------------------------------------------------------------
[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(4) < 180
id = 533

[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(4) < 180
id = 534

[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(4) > 179
id = 531

[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(4) > 179
id = 532

[state -2];チャージエフェクト消去２
type = removeexplod
trigger1 = var(4) < 180
id = 536




[state -2]
type = varset
triggerall = var(30) < 3 && var(32) <= 0
trigger2 = var(4) > 24
trigger1 = power < 500 && var(58) > 0
v = 9
value = 1

[state -2]
type = varset
triggerall = var(30) = 3 || var(32) > 0
trigger2 = var(4) > 24
trigger1 = power < ifelse(var(30)=3,0,500) && var(58) > 0
v = 9
value = 2

[state -2]
type = varset
triggerall = var(31) = 1
triggerall = var(30) < 3 && var(32) <= 0
trigger1 = var(9) > 24
v = 4
value = 1

[state -2]
type = varset
triggerall = var(31) = 1
triggerall = var(30) = 3 || var(32) > 0
trigger1 = var(9) > 24
v = 4
value = 2




[state -2]
type = varadd
trigger1 = var(4) < 25
triggerall = var(30) < 3 && var(32) <= 0
triggerall = var(58) > 0 && power >= 500 || var(58) = 0
trigger1 = command = "hold_x"
v = 9
value = 1

[state -2]
type = varadd
trigger1 = var(4) < 25
triggerall = var(30) = 3 || var(32) > 0
triggerall = var(58) > 0 && power >= ifelse(var(30)=3,0,500) || var(58) = 0
trigger1 = command = "hold_x"
v = 9
value = 2

[state -2]
type = varadd
triggerall = var(31) = 1
triggerall = var(9) < 25
triggerall = var(30) < 3 && var(32) <= 0
triggerall = var(58) > 0 && power >= 500 || var(58) = 0
trigger1 = command = "hold_y"
v = 4
value = 1

[state -2]
type = varadd
triggerall = var(31) = 1
triggerall = var(9) < 25
triggerall = var(30) = 3 || var(32) > 0
triggerall = var(58) > 0 && power >= ifelse(var(30)=3,0,500) || var(58) = 0
trigger1 = command = "hold_y"
v = 4
value = 2


[state -2]
type = varadd
trigger1 = var(8) > 0
v = 8
value = -1

[state -2]
type = varadd
trigger1 = var(21) > 0
v = 21
value = -1

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


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

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

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

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

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

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

[State -2, a]
type = palfx
triggerall = var(31) = 0
triggerall = var(12) > 0
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
time = 1
add = 55,45,15
mul = 255,140,180
color = 0

[state -2]
type = varset
trigger1 = command != "hold_x"
v = 9
value = 0

[state -2]
type = varset
trigger1 = command != "hold_y"
v = 4
value = 0

[state -2]
type = varset
triggerall = var(31) < 1
trigger1 = (var(58) = 0 && var(9) >= 180)
v = 12
value = 2

[state -2]
type = varset
trigger1 = var(58) > 0
trigger2 = var(31) != 0
v = 12
value = 0

[state a];エネルギーチャージ(ノーマル)
type = varset
triggerall = var(31) < 1
trigger1 = var(12) > 0
trigger1 = (var(58) > 0 && var(9) < 25)
v = 9
value = 0

[state -2]
type = varset
trigger1 = win
trigger1 = var(31) = 0
v = 12
value = 0

[state -2]
type = varadd
trigger1 = var(8) = 18
trigger1 = var(12) >  0
v = 12
value = -1

[state -2]
type = varset
trigger1 = statetype != A
v = 6
value = 0


[state -2]
type = Helper
trigger1 = numhelper(20000) = 0
id = 20000
name = "life"
pos = 0,0
postype = p1
stateno = 20000
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1


[state a]
type = changestate
triggerall = life <= 0
triggerall = stateno != 8010
triggerall = stateno != 5150
triggerall = var(15) != 0
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,stateno = 715
trigger2 = enemy,stateno = 716
value = 8010

[State a]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,stateno = 715
trigger2 = enemy,stateno = 716
value = 3000

[state -2]
type = lifeadd
;trigger1 = var(30) = 3
triggerall = stateno = 3000
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 1452 || (p2stateno = 1451 && time = 58)
value = -999999

[state -2]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 1451
trigger2 = p2stateno = 1010
trigger3 = p2stateno = 1011
trigger4 = p2stateno = 7500 && P2MoveType=A
trigger5 = p2stateno = 7501 && P2MoveType=A
trigger6 = p2stateno = 7502 && P2MoveType=A
value = 3000

[state -2]
type = changestate
triggerall = life <= 0
triggerall = stateno != 8010
triggerall = stateno != 5150
triggerall = var(15) != 0
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 7500 && P2MoveType=A
trigger2 = p2stateno = 7501 && P2MoveType=A
trigger3 = p2stateno = 7502 && P2MoveType=A
value = 8010


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

[state -2]
type = lifeadd
;trigger1 = var(30) = 3
triggerall = stateno = 3000
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
trigger8 = p2stateno = 30007 && P2MoveType=A
value = -var(15)

[state -2]
type = changestate
triggerall = life <= 0
triggerall = stateno != 8010
triggerall = stateno != 5150
triggerall = var(15) != 0
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
value = 8010

[state -2]
type = ChangeState
triggerall = life > 0
triggerall = stateno != 3000
triggerall = var(15) != 0
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
trigger8 = p2stateno = 30007 && P2MoveType=A
value = 3000

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

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

[state -2]
type = lifeadd
trigger1 = stateno != 8010
value = -var(15)

[state -2]
type = ChangeState
triggerall = var(59) = 0
triggerall = life > 0
trigger1 = var(30) = [0,2]
trigger1 = var(30) != 3
trigger1 = stateno != 3000
trigger1 = stateno != 1031
trigger1 = stateno != 1040
trigger1 = stateno != 1041
trigger1 = stateno != 1042
trigger1 = var(15) != 0
value = 3000

[state -2]
type = varset
trigger1 = var(15) != 0
v = 15
value = 0

[state -2]
type = lifeset
trigger1 = numhelper(20000) = 0
value = 20000


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

[state -2]
type = varset
trigger1 = 1
v = 16
value = 0

;チャージバスター
[state -2]
type = ChangeState
value = 3503
triggerall = var(9) >= 25
triggerall = var(9) < 90
triggerall = var(8) = 20
triggerall = command != "hold_x"
trigger1 = stateno = 3501

;プラズマチャージショット
[state -2]
type = ChangeState
value = 3504
triggerall = var(9) >= 90
triggerall = var(8) = 20
triggerall = command != "hold_x"
trigger1 = stateno = 3501

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

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

[state -2];エネルギーチャージ(ノーマル)
type = varadd
trigger1 = fvar(37) > 0
fv = 37
value = -1

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


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

;---------------------------------------------------------------------------
;１２Ｐネガティブペナルティ
;---------------------------------------------------------------------------
[state -2]
type = varadd
triggerall = var(17) < 600
triggerall = var(30) = 3
triggerall = time
triggerall = fvar(32) < 1
trigger1 = stateno = [1400,1401]
trigger2 = fvar(37) >= 1
v = 17
value = 1

[state -2]
type = varadd
trigger1 = var(17) > 0
trigger1 = var(30) = 3
trigger1 = Time % 30 = 0
trigger1 = stateno != [1400,1401]
trigger1 = fvar(37) < 1
v = 17
value = -1

[state -2]
type = varset
trigger1 = var(30) = 3
trigger1 = fvar(32) >= 1
v = 17
value = 0

[state -2]
type = varset
trigger1 = var(30) = 3
trigger1 = var(17) >= 600
trigger1 = fvar(32) < 1
fv = 32
value = 600

[state -2]
type = varadd
trigger1 = var(30) = 3
trigger1 = fvar(32) >= 1
fv = 32
value = -1

[state -2]
type = varadd
trigger1 = var(30) = 3
trigger1 = fvar(28) >= 1
fv = 28
value = -1

[state -2]
type = varadd
trigger1 = var(59) > 0
trigger1 = fvar(28) >= 1
fv = 28
value = -1

[state -2]
type = powerset
trigger1 = fvar(32) > 0
trigger1 = var(30) = 3
value = 0

[state -2]
type = poweradd
trigger1 = fvar(32) > 0
trigger1 = var(30) = 3
value = -4000

[state -2]
type = varset
trigger1 = fvar(32) > 0
trigger1 = var(30) = 3
fvar(30) = 0

[state -2]
type = varadd
trigger1 = fvar(32) > 0
trigger1 = var(30) = 3
fvar(30) = -2

[state -2]
type = poweradd
trigger1 = (var(30) = 0 && var(31) = 0) || (var(30) = 1 && var(31) = 1) || (var(30) = 2 && var(31) = 2) 
Trigger1 = GameTime % 240 = 0
value = 25

[state -2]
type = poweradd
trigger1 = fvar(32) < 1
trigger1 = var(30) = 3 && life < 250
Trigger1 = GameTime % 2 = 0
value = 10

[state -2];アルティメット専用オートリカバリー
type = lifeadd
triggerall = var(16) = 0
trigger1 = Roundstate = 2
trigger1 = Life < Lifemax
trigger1 = gametime % 300 = 299
trigger1 = stateno != 8000
trigger1 = var(30) = 3
trigger1 = var(9) = 0
trigger1 = stateno = 0
value = (const(data.life)/64)

[state -2];アルティメット専用オートリカバリー効果音
type = Playsnd
triggerall = var(16) = 0
trigger1 = Roundstate = 2
trigger1 = Life < Lifemax
trigger1 = gametime % 300 = 299
trigger1 = stateno != 8000
trigger1 = var(30) = 3
trigger1 = var(9) = 0
trigger1 = stateno = 0
value = 10000,1

;---------------------------------------------------------------------------
;リキャスト
;---------------------------------------------------------------------------
[state -2];０を下回らないように（アルティメット１２P以外）
type = varset
trigger1 = var(30) < 3
trigger1 = fvar(39) < 0
fv = 39
value = 0
[state -2];０を下回らないように（Xファイア１２P以外）
type = varset
trigger1 = var(30) < 3
trigger1 = fvar(38) < 0
fv = 38
value = 0
[state -2];リキャスト無効（アルティメット１２P）
type = varset
trigger1 = var(30) = 3
fv = 39
value = 0
[state -2];リキャスト無効（Xファイア１２P）
type = varset
trigger1 = var(30) = 3
fv = 38
value = 0


[state -2]
type = varadd
trigger1 = var(30) < 3
trigger1 = fvar(39) > 0
fv = 39
value = -1

[state -2]
type = varadd
trigger1 = var(30) < 3
trigger1 = fvar(38) > 0
fv = 38
value = -1

;========================<OMEGA ZERO ACT>=======================================
;Aura Shadow
[State -2, Helper]
type = Helper
triggerall = var(30) = 3
triggerall = Alive
triggerall = Life > 0
triggerall = NumHelper(99999) = 0
trigger1 = RoundState > 0
trigger1 = RoundState < 4
trigger1 = StateNo != [180,199]
trigger1 = StateNo != 19002
helpertype = normal
name = "Aura Shadow"
pausemovetime = 1000000000
supermovetime = 1000000000
id = 99999
pos = 0,0
postype = p1
stateno = 99999
keyctrl = 0
ownpal = 1


[State 0, 1]
type = helper
trigger1 = NumHelper(10000) = 0
postype = p1
pos = 0, 0
id = 10000
stateno = 10000
pausemovetime = 999999
helpertype = normal
ownpal = 1

[State 0, 1]
type = helper
trigger1 = NumHelper(10002) = 0
postype = p1
pos = 0, 0
id = 10002
stateno = 10002
pausemovetime = 999999
helpertype = normal
ownpal = 1

[Statedef -3]
;---------------------------------------------------------------------------
[state -3]
type = turn
trigger1 = var(59) = 0
trigger1 = ctrl = 1 || (ctrl = 0 && stateno = 20) || (ctrl = 0 && stateno = 1031) 
trigger1 = command = "holdback"
trigger1 = stateno != 300
trigger1 = stateno != 470
trigger1 = stateno != 2470

[State a]
type = turn
trigger1 = var(59) > 0
triggerall = statetype != A
triggerall = MoveType != A
trigger1 = P2Dist X < 0
trigger1 = StateNo <= 0
trigger1 = ctrl = 1
ignorehitpause = 1

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