[Data]
;Amount of life to start with
;体力ゲージの初期値
life = 3000
;attack power (more is stronger)
;攻撃ダメージ
attack = 100
;defensive power (more is stronger)
;体力パワー
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 59
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

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

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .26       ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

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


;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 1
anim = 0
[state a];音楽
type = Helper
triggerall = ishelper = 0
trigger1 = numhelper(9999) = 0
trigger1 = time = 0
id = 9999
name = "music"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9999
helpertype = normal
pausemovetime = 999999
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

[state a];オメガゼロ
type = lifeset
trigger1 = time = 0
trigger1 = prevstateno = 191 || prevstateno = 190
value = lifemax

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

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

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

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

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = pos y < 0
value = 111

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 45

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

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

[state a]
type = destroyself
trigger1 = ishelper

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

;---------------------------------------------------------------------------
;Hit Defensa
[Statedef 2]
type = S
physics = S
anim = 120
sprpriority = 20

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

[State 2000, 2]              ; Sonido para Animacion
type = PlaySnd
trigger1 = time = 0           ; cuando se golpea
value = S120,0
channel = 5
ignorehitpause = 1

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

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

;---------------------------------------------------------------------------
; Jump Start
[Statedef 10]
type    = S
physics = S
;anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, 6]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Jump Start
[Statedef 11]
type    = S
physics = S
;anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, 6]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Jump Start
[Statedef 12]
type    = S
physics = S
;anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, 6]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
;anim = 40
ctrl = 0
sprpriority = 1

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

[State 40, 6]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 大ジャンプ
[Statedef 50]
type    = A
physics = A
ctrl = 0

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


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

[State a]
type = Explod
trigger1 = time = 0
anim = 45
id = 45
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
trans = addalpha
alpha = 225,200
ownpal = 1

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

[State 50, 1]
type = velset
trigger1 = Time = 0
y = -9.6

[State 50, 1]
type = velset
trigger1 = time = 0
x = 5

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

[State 181, 1]
type = playsnd
trigger1 = time = 0
value = 2000,random%2
volume = 250

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

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = Anim + 1

;---------------------[バスターアニメーション]


;---------------------------------------------------------------------------
; 垂直ジャンプ
[Statedef 60]
type    = A
physics = A
ctrl = 0

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

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


[State a]
type = Explod
trigger1 = time = 0
anim = 45
id = 45
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
trans = addalpha
alpha = 225,200
ownpal = 1

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

[State 50, 1]
type = velset
trigger1 = time = 0
x = 10

[State 50, 1]
type = velset
trigger1 = Time = 0
y = -3.6

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

[State 181, 1]
type = playsnd
trigger1 = time = 0
value = 2000,random%2
volume = 250

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

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = Anim + 1

;---------------------[バスターアニメーション]



;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 43

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


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

[state a]
type = afterimagetime
trigger1 = 1

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 52,0

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


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


;---------------------------------------------------------------------------
; ダッシュ
[Statedef 100]
type    = S
physics = N
movetype = A
anim = 100
sprpriority = 1
ctrl = 0


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

[State 181, 1]
type = playsnd
trigger1 = animelem = 2
value = 2001,random%4
volume = 250

;---------------------[速度]
[State 100, 1]
type = VelSet
trigger1 = animelem = 3
x = 7.4
;---------------------[エフェクト]

[State a]
type = Explod
trigger1 = animelem = 3
anim = 103
id = 3000
sprpriority = 2
postype = p1
pos = -8,-10
bindtime = -1
trans = addalpha
alpha = 225,200
ownpal = 1

[State 11]
type = Helper
triggerall = var(13) = 1 || numhelper(50000) = 0
trigger1 = animelem = 3
id = 115
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 115
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 2200, removeexplod]
Type = RemoveExplod
trigger1 = stateno != 100
ID = 105
[State a];残像
type = null;afterimage
trigger1 = time = 0
trans = add
timegap = 1
FrameGap = 5
time = -1
length = 12
framegap = 3
palcolor = 0
;palcolor = 226
;paladd = 10,10,40
;palcontrast = 256,20,20
;palbright = 100,100,240

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

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

;---------------------[]
[State 100, 4]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = frontedgedist < 3
value = 101
[State 100, 4]
type = ChangeState
triggerall = var(59) = 1
trigger1 = frontedgedist < 3
value = 101

;---------------------------------------------------------------------------
; ダッシュ停止
[Statedef 101]
type    = S
physics = N
anim = 101
sprpriority = 1
ctrl = 0

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

;---------------------[効果音]
[state a]
type = stopsnd
trigger1 = time = 0
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelem = 2
value = 101,0

;---------------------[エフェクト]
[State a];残像
type = afterimagetime
trigger1 = time = 0

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

;---------------------[速度]
[State 100, 1]
type = Velmul
trigger1 = prevstateno = 100
x = 0.9
[State 100, 1]
type = Velmul
trigger1 = prevstateno = 30000
x = 0.36

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

;---------------------[]
[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ダッシュ
[Statedef 110]
type    = A
physics = N
movetype = A
anim = 100
sprpriority = 1
ctrl = 0


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

[State 181, 1]
type = playsnd
trigger1 = animelem = 2
value = 2001,random%4
volume = 250

;---------------------[速度]
[State 100, 1]
type = VelSet
trigger1 = animelem = 3
x = 7.4

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

[State 191, Snd 1]
type = changestate
trigger1 = time = 0
trigger1 = var(45) = [500,999]
value = 50000

;---------------------[エフェクト]

[State a]
type = Explod
trigger1 = animelem = 3
anim = 103
id = 3000
sprpriority = 2
postype = p1
pos = -8,-10
bindtime = -1
trans = addalpha
alpha = 225,200
ownpal = 1

[State 11]
type = Helper
triggerall = var(13) = 1 || numhelper(50000) = 0
trigger1 = animelem = 3
id = 115
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 115
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 2200, removeexplod]
Type = RemoveExplod
trigger1 = stateno != 100
ID = 105
[State a];残像
type = null;afterimage
trigger1 = time = 0
trans = add
timegap = 1
FrameGap = 5
time = -1
length = 12
framegap = 3
palcolor = 0
;palcolor = 226
;paladd = 10,10,40
;palcontrast = 256,20,20
;palbright = 100,100,240

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

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

;---------------------[]
[State 100, 4]
type = ChangeState
trigger1 = frontedgedist < 3
value = 111
;---------------------------------------------------------------------------
[Statedef 111]
type    = A
physics = A
anim = 42
ctrl = 0
velset = 0,0

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

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

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

[Statedef 115]
type = A
ctrl = 0
anim = 105
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 247,0

[state 500, a]
type = parentvarset
trigger1 = movecontact
v = 17
value = 0


[State 502, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 502]
type = bindtoroot
trigger1 = 1
pos = 45,-30

[State 502]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------

[state 500, a]
type = parentvarset
trigger1 = movecontact
v = 17
value = 0


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

[State 502, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[State 502]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 502]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 502]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 502, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 94, 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s552
sparkxy = 0,0
hitsound   = s200,20
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 502]
type = destroyself
trigger1 = root,stateno != 100
trigger1 = root,stateno != 110
trigger2 = root,stateno = 8010

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = ifelse(var(58)=1,0,1)
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S

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

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 180,random&4

;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 180,random&4

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

;---------------------[演出]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,240]
flag = roundnotover

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

;---------------------[変数]
[state a]
type = varset
trigger1 = anim = 181
v = 8
value = 0

[state a]
type = varset
trigger1 = anim = 181
v = 9
value = 0

;---------------------[効果音]

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

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

[State a] ;Clear all int variables
type = lifeset
trigger1 = time = 0
value = 2
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Roundnotskip
[State 190, 3]
type = ChangeState
trigger1 = time = 270
value = 191

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

[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Roundnotskip
[state a];音楽
type = Helper
trigger1 = time = 10 && var(32) = 1
id = 197
name = "music"
sprpriority = 5
pos = -100,-170
postype = N
facing = 1
stateno = 197
Size.XScale                = .5
Size.YScale                = .5
helpertype = normal
pausemovetime = 999999
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1


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

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

[State a] ;Clear all int variables
type = lifeset
trigger1 = time = 0
value = 2

[State 181, 1]
type = playsnd
trigger1 = var(32) != 1
trigger1 = time = 20
value = 4,random%4
volume = 250

[State a] ;Clear all int variables
type = lifeadd
trigger1 = var(32) != 1
trigger1 = time >= 140
trigger1 = (time%2) = 0
value = ceil(lifemax/96)

[State 181, 1]
type = playsnd
trigger1 = var(32) != 1
trigger1 = time >= 140
trigger1 = (time%2) = 0
trigger1 = life < lifemax
value = 193,0
volume = 250


[State 190, 3]
type = Changeanim
trigger1 = time = 12 && var(32) != 1
value = 192

[State 190, 3]
type = Changeanim
trigger1 = time = 592 && var(32) = 1
value = 192

[State 181, 1]
type = playsnd
trigger1 = var(32) = 1
trigger1 = time = 600
value = 4,random%4
volume = 250

[State a] ;Clear all int variables
type = lifeadd
trigger1 = var(32) = 1
trigger1 = time >= 720
trigger1 = (time%2) = 0
value = ceil(lifemax/96)

[State 181, 1]
type = playsnd
trigger1 = var(32) = 1
trigger1 = time >= 720
trigger1 = (time%2) = 0
trigger1 = life < lifemax
value = 193,0
volume = 250

[state a];音楽
type = Helper
triggerall = ishelper = 0
trigger1 = numhelper(9999) = 0
trigger1 = (var(32)=1&&time=750)||(var(32)!=1&&time=170)
id = 9999
name = "music"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 9999
helpertype = normal
pausemovetime = 999999
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

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

;---------------------[効果音]
[State 191, Snd 1]
type = null;PlaySnd
trigger1 = time = 20
value = 190,2

;---------------------[移動]

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

;---------------------[ステート移行]
[State 191, 3]
type = ChangeState
trigger1 = life >= lifemax && (time >= ifelse(var(32)=1,840,260))
value = 0
ctrl = 1
;===========================================================================

[Statedef 197]
type = A
ctrl = 0
anim = 197
velset = 0,0
movetype = A
physics = N
sprpriority = 4
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = noshadow

[State 265, VarRandom]
type = null;Varset
trigger1 = time = 0
v = 53
value = 9

[State 265, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 53
range = 0,14

[State 181, 1]
type = playsnd
trigger1 = var(53) = 9
trigger1 = animelem = 23
value = 197,random%45
volume = 250

[State 181, 1]
type = playsnd
trigger1 = var(53) = 2
trigger1 = animelem = 16
value = 197,50
volume = 250

[State a]
type = Explod
trigger1 = animelem = 8
anim = 19700+var(53)
id = 105
facing = 1
Scale = .5,.5
sprpriority = 5
postype = N
pos = -100,-170
bindtime = -1
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 23
anim = 19720+var(53)
id = 105
facing = 1
Scale = .5,.5
sprpriority = 5
postype = N
pos = -100,-170
bindtime = -1
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 25
anim = 19735+var(53)
id = 105
facing = 1
Scale = .5,.5
sprpriority = 5
postype = N
pos = -100,-140
bindtime = -1
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 27
anim = 19760
id = 105
facing = 1
Scale = .5,.5
sprpriority = 5
postype = N
pos = -100,-170
bindtime = -1
ownpal = 1


[state a]
type = destroyself
trigger1 = animtime = 0
trigger2 = roundstate >= 2

;---------------------------------------------------------------------------
; 小バスター連射
[Statedef 200]
type    = S
physics = S
ctrl = 0
anim = 200

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

[State 181, 1]
type = playsnd
trigger1 = time = 0
value = 2002,random%2
volume = 250

[State a]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
anim = 205
id = 205
sprpriority = 2
postype = p1
pos = 14,-31
bindtime = -1
trans = addalpha
alpha = 225,200
ownpal = 1


[state a];ライフ管理用ヘルパー
type = Helper
trigger1 = animelem = 3
id = 500
name = "life"
sprpriority = 0
pos = 17,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

[state a];ライフ管理用ヘルパー
type = Helper
trigger1 = animelem = 5
id = 500
name = "life"
sprpriority = 0
pos = 17,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

[state a];ライフ管理用ヘルパー
type = Helper
trigger1 = animelem = 7
id = 500
name = "life"
sprpriority = 0
pos = 17,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

[state a];ライフ管理用ヘルパー
type = Helper
trigger1 = animelem = 9
id = 500
name = "life"
sprpriority = 0
pos = 17,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

[state a];ライフ管理用ヘルパー
type = Helper
trigger1 = animelem = 11
id = 500
name = "life"
sprpriority = 0
pos = 17,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

;---------------------[効果音]


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


[state a]
type = removeexplod
trigger1 = time = 0
id = 400
;---------------------------------------------------------------------------
; リング発射
[Statedef 210]
type    = S
physics = S
ctrl = 0
anim = 201

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


[State 181, 1]
type = playsnd
trigger1 = time = 0
value = 2003,random%3
volume = 250

[State a]
type = Explod
trigger1 = animelem = 2
anim = 205
id = 205
sprpriority = 2
postype = p1
pos = 14,-31
bindtime = -1
trans = addalpha
alpha = 225,200
ownpal = 1

[state a];ライフ管理用ヘルパー
type = Helper
trigger1 = animelem = 2
id = 500
name = "life"
sprpriority = 0
pos = 10,-31
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

;---------------------[効果音]


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


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

;---------------------------------------------------------------------------
; リング発射
[Statedef 220]
type    = S
physics = S
ctrl = 0
anim = 201

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


[State 181, 1]
type = playsnd
trigger1 = time = 0
value = 2003,random%3
volume = 250

[State a]
type = Explod
trigger1 = animelem = 2
anim = 206
id = 205
sprpriority = 2
postype = p1
pos = 15,-31
bindtime = -1
trans = addalpha
alpha = 225,200
ownpal = 1

[state a];ライフ管理用ヘルパー
type = Helper
trigger1 = animelem = 2
id = 500
name = "life"
sprpriority = 0
pos = 10,-31
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

;---------------------[効果音]


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


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

;---------------------------------------------------------------------------
; リング発射
[Statedef 230]
type    = S
physics = S
ctrl = 0
anim = 201

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


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

[State 181, 1]
type = playsnd
trigger1 = time = 0
value = 2004,0
volume = 250

[State a]
type = Explod
trigger1 = animelem = 2
anim = 206
id = 205
sprpriority = 2
postype = p1
pos = 15,-31
bindtime = -1
trans = addalpha
alpha = 225,200
ownpal = 1

[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 514
pos = 10,-31
postype = P1
stateno = 520
keyctrl = 0
ownpal = 1

[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 515
pos = 10,-31
postype = P1
stateno = 520
keyctrl = 0
ownpal = 1


[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 516
pos = 10,-31
postype = P1
stateno = 520
keyctrl = 0
ownpal = 1


[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 517
pos = 10,-31
postype = P1
stateno = 520
keyctrl = 0
ownpal = 1

;---------------------[効果音]


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


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

;===========================================================================
;�z�[�~���O�g�[�s�[�h
;===========================================================================
[Statedef 500]
type = A
ctrl = 0
anim = 500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 14500, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

[State 1331]
type = velset
trigger1 = time = 1
x = 12*((p2dist x)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
y = 12*((p2dist y - 30)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
;y = 9 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))

[State 14500, blah]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)

[State 14500, blah]
type = AngleDraw
trigger1 = 1


[State 14500, HitDef]
type = HitDef
trigger1 = time%10 = 1
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = 63
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s200,20
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 14500, DestroySelf]
type = DestroySelf
trigger1 = time >= 240
trigger2 = frontedgedist < -20
trigger3 = backedgedist < -20
;===========================================================================
;�z�[�~���O�g�[�s�[�h
;===========================================================================
[Statedef 501]
type = A
ctrl = 0
anim = 250
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 14500, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

[State 1331]
type = velset
trigger1 = time = 1
x = 12*((p2dist x)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
y = 12*((p2dist y - 30)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
;y = 9 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))

[State 1331]
type = destroyself
trigger1 = screenpos x != [-159, 479]
trigger2 = screenpos y != [-119, 359]


[State 14500, blah]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)

[State 14500, blah]
type = AngleDraw
trigger1 = 1


[State 14500, HitDef]
type = HitDef
trigger1 = time%10 = 1
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = 94
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s200,20
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 14500, DestroySelf]
type = DestroySelf
trigger1 = time >= 240
trigger2 = frontedgedist < -20
trigger3 = backedgedist < -20
;===========================================================================
;�z�[�~���O�g�[�s�[�h
;===========================================================================
[Statedef 502]
type = A
ctrl = 0
anim = 502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 14500, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = invisible

[State 1331]
type = velset
trigger1 = time = 1
x = 12*((p2dist x)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
y = 12*((p2dist y - 30)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
;y = 9 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))

[State 14500, blah]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)

[State 14500, blah]
type = AngleDraw
trigger1 = 1


[State 14500, HitDef]
type = HitDef
trigger1 = time%10 = 1
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = 94
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s200,20
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 1330]
type = changestate
trigger1 = (P2bodydist X <= 25) && (p2bodydist Y <= 10); This is the time to changeState
trigger2 = (P2bodydist X <= 25) && (p2bodydist Y >= 10); This is the time to changeState
value = 503+random%2
;===========================================================================
;�z�[�~���O�g�[�s�[�h
;===========================================================================
[Statedef 503]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 510
pos = 0,0
postype = P1
stateno = ifelse(root,var(52)>=500,520,510)
keyctrl = 0
ownpal = 1

[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 511
pos = 0,0
postype = P1
stateno = ifelse(root,var(52)>=500,520,510)
keyctrl = 0
ownpal = 1


[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 512
pos = 0,0
postype = P1
stateno = ifelse(root,var(52)>=500,520,510)
keyctrl = 0
ownpal = 1


[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 513
pos = 0,0
postype = P1
stateno = ifelse(root,var(52)>=500,520,510)
keyctrl = 0
ownpal = 1


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

[State 14500, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;===========================================================================
;�z�[�~���O�g�[�s�[�h
;===========================================================================
[Statedef 504]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 514
pos = 0,0
postype = P1
stateno = ifelse(root,var(52)>=500,520,510)
keyctrl = 0
ownpal = 1

[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 515
pos = 0,0
postype = P1
stateno = ifelse(root,var(52)>=500,520,510)
keyctrl = 0
ownpal = 1


[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 516
pos = 0,0
postype = P1
stateno = ifelse(root,var(52)>=500,520,510)
keyctrl = 0
ownpal = 1


[State 620, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Spark Blade"
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
persistent = 0
facing = 1
id = 517
pos = 0,0
postype = P1
stateno = ifelse(root,var(52)>=500,520,510)
keyctrl = 0
ownpal = 1

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

[State 14500, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;===========================================================================
;�z�[�~���O�g�[�s�[�h
;===========================================================================
[Statedef 510]
type = A
ctrl = 0
anim = 503
velset = 0,0
movetype = A
physics = N
sprpriority = 8

[State 191, Snd 1]
type = velset
trigger1 = ishelper(510)
trigger1 = time = 0
x = 7
y = 0

[State 191, Snd 1]
type = velset
trigger1 = ishelper(511)
trigger1 = time = 0
x = 0
y = 7

[State 191, Snd 1]
type = velset
trigger1 = ishelper(512)
trigger1 = time = 0
x = -7
y = 0

[State 191, Snd 1]
type = velset
trigger1 = ishelper(513)
trigger1 = time = 0
x = 0
y = -7

[State 191, Snd 1]
type = velset
trigger1 = ishelper(514)
trigger1 = time = 0
x = 5
y = -5

[State 191, Snd 1]
type = velset
trigger1 = ishelper(515)
trigger1 = time = 0
x = 5
y = 5

[State 191, Snd 1]
type = velset
trigger1 = ishelper(516)
trigger1 = time = 0
x = -5
y = 5

[State 191, Snd 1]
type = velset
trigger1 = ishelper(517)
trigger1 = time = 0
x = -5
y = -5

[State 14500, HitDef]
type = HitDef
trigger1 = time%10 = 1
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = 45
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s200,20
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 14500, DestroySelf]
type = DestroySelf
trigger1 = time >= 240
trigger2 = frontedgedist < -20
trigger3 = backedgedist < -20

;===========================================================================
;�z�[�~���O�g�[�s�[�h
;===========================================================================
[Statedef 520]
type = A
ctrl = 0
anim = 503
velset = 0,0
movetype = A
physics = N
sprpriority = 8

[State 191, Snd 1]
type = velset
trigger1 = ishelper(510)
trigger1 = time = 0
x = 7
y = 0

[State 191, Snd 1]
type = velset
trigger1 = ishelper(511)
trigger1 = time = 0
x = 0
y = 7

[State 191, Snd 1]
type = velset
trigger1 = ishelper(512)
trigger1 = time = 0
x = -7
y = 0

[State 191, Snd 1]
type = velset
trigger1 = ishelper(513)
trigger1 = time = 0
x = 0
y = -7

[State 191, Snd 1]
type = velset
trigger1 = ishelper(514)
trigger1 = time = 0
x = 5
y = -5

[State 191, Snd 1]
type = velset
trigger1 = ishelper(515)
trigger1 = time = 0
x = 5
y = 5

[State 191, Snd 1]
type = velset
trigger1 = ishelper(516)
trigger1 = time = 0
x = -5
y = 5

[State 191, Snd 1]
type = velset
trigger1 = ishelper(517)
trigger1 = time = 0
x = -5
y = -5

[State 14500, HitDef]
type = HitDef
trigger1 = time%10 = 1
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = 45
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s200,20
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 14500, DestroySelf]
type = changestate
trigger1 = time = 15
value = 505

[Statedef 505]
type = A
movetype = A
physics = N
velset = 0,0
anim = 503
ctrl = 0

[State 14500, HitDef]
type = HitDef
trigger1 = time%10 = 1
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = 45
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s200,20
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 1330]
type = velset
trigger1 = time = 30
x = 10*((p2dist x)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
y = 10*((p2dist y - 30)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
;y = 9 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))

[State 1330]
type = changestate
trigger1 = time = 45
value = 506

;真月輪（停止）
[Statedef 506]
type = A
movetype = A
physics = N
velset = 0,0
anim = 503
ctrl = 0

[State 14500, HitDef]
type = HitDef
trigger1 = time%10 = 1
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = 45
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s200,20
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 1000, 3]
type = ChangeState
trigger1 = time = 30
value = 507

;真月輪（追尾2）
[Statedef 507]
type = A
movetype = A
physics = N
velset = 0,0
anim = 503
ctrl = 0

[State 14500, HitDef]
type = HitDef
trigger1 = time%10 = 1
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = 45
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s200,20
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 1331]
type = velset
trigger1 = time = 0
x = 10*((p2dist x)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
y = 10*((p2dist y - 30)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
;y = 9 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))

[State 1331]
type = destroyself
trigger1 = screenpos x != [-159, 479]
trigger2 = screenpos y != [-119, 359]
;---------------------------------------------------------------------------
[Statedef 3000]
type = S
movetype = I
anim = 3000
velset = 0,0
ctrl = 0


[state a]
type = changeanim
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
value = 3001

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

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

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

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

[State 200, 1]
type = PlaySnd
trigger1 = time = 1
value = 3000, random%3

[state a]
type = turn
trigger1 = p2dist x < 0
trigger1 = time = 0


[state a]
type = velset
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30007 && P2MoveType=A
x = -3

[state a]
type = velset
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
x = 0


[state a]
type = velset
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 7500 && P2MoveType=A
trigger2 = p2stateno = 7501 && P2MoveType=A
trigger3 = p2stateno = 7502 && P2MoveType=A
x = 0


[state a]
type = changeanim
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1010 && stateno = 3000
trigger2 = p2stateno = 1011 && stateno = 3000
trigger3 = p2stateno = 7500 && stateno = 3000
trigger4 = p2stateno = 7501 && stateno = 3000
value = 3001

[state a]
type = velset
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1450 && stateno = 3000
trigger2 = p2stateno = 1451 && stateno = 3000
trigger3 = p2stateno = 1010 && stateno = 3000
trigger4 = p2stateno = 1011 && stateno = 3000
x = 0

[state a]
type = velmul
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1450 && stateno = 3000
trigger2 = p2stateno = 1451 && stateno = 3000
x = 0



[state a]
type = velset
triggerall = anim != 1455
trigger1 = time = 0
x = -8

[state a]
type = veladd
trigger1 = pos y < 0
y = 0.26

[state a]
type = velset
trigger1 = time = 0
y = -3


[state a]
type = posset
trigger1 = pos y > 0
y = 0


[state a]
type = velmul
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
x = 0

[state a]
type = velmul
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30007 && P2MoveType=A
x = 0.9

[state a]
type = velmul
trigger1 = 1
x = 0.9

[state a]
type = statetypeset
trigger1 = pos y < 0
statetype = A

[state a]
type = statetypeset
trigger1 = pos y = 0
statetype = S

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0 && pos y = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)ダメージ当たり判定
[Statedef 20000]
type = A
ctrl = 0
anim = 20000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = turn
trigger1 = facing != root,facing

[state a]
type = statetypeset
trigger1 = root,statetype = S
statetype = S

[state a]
type = statetypeset
trigger1 = root,statetype = C
statetype = C

[state a]
type = statetypeset
trigger1 = root,statetype = A
statetype = A

[state a]
type = changeanim
triggerall = anim != 20100
trigger1 = root,stateno = 100
trigger1 = root,animelem = 3,>=0
trigger2 = root,stateno = 110
trigger2 = root,animelem = 3,>=0
value = 20100

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = [8000,8600]
trigger2 = root,stateno = 5150
trigger3 = root,stateno = 190
trigger4 = root,stateno = 181
trigger5 = root,stateno = 400
trigger6 = root,stateno = 401
trigger7 = root,stateno = 250
trigger8 = root,stateno = 191
value = 9999

[state a]
type = changeanim
triggerall = anim != 20000
trigger1 = root,stateno != 100
trigger1 = root,stateno != [8000,8600]
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 191
trigger1 = root,stateno != 400
trigger1 = root,stateno != 250
trigger1 = root,stateno != 401
trigger1 = root,stateno != 110
trigger1 = root,stateno != 1200
value = 20000

;---------------------[]
[state a]
type = playerpush
trigger1 = 1
value = 0

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

[state a]
type = null;parentvarset
trigger1 = 1
v = 16
value = 0

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

[state a]
type = hitby
trigger1 = root,var(22) = 0
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[state a]
type = hitby
trigger1 = root,var(22) != 0
value = SCA,NA,SA,HA
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 20001

;---------------------[]
[State 200, 7]
type = null;changestate
trigger1 = root,stateno = 1100
value = 1002

;----------------------------------------------------------------------------
;(HELPER)本体・ダメージ加算
[Statedef 20001]
type = A
ctrl = 0
anim = 40000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 6, random%4

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

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

[state a]
type = turn
trigger1 = facing != root,facing

[state a]
type = statetypeset
trigger1 = root,statetype = S
statetype = S

[state a]
type = statetypeset
trigger1 = root,statetype = C
statetype = C

[state a]
type = statetypeset
trigger1 = root,statetype = A
statetype = A

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = [8000,8600]
trigger2 = root,stateno = 5150
trigger3 = root,stateno = 190
trigger4 = root,stateno = 181
trigger5 = root,stateno = 191
value = 9999

[state a]
type = changeanim
triggerall = anim != 40000
trigger1 = root,stateno != [8000,8600]
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 191
value = 40000

[State 2000, 0]    ; Helper de Armadura Reflectante al ser golpeado 1 vez
type = Reversaldef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkxy = 0,0
sparkno = -1
hitsound = -1

[State 2000, Helper Hit Defensa] ; Helper Animacion
type = helper
trigger1 = MoveHit            ; cuando se golpea
stateno = 2
pos = 15,-25
facing = 1
ownpal = 1
ignorehitpause = 1

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

[State 2000, 2]              ; Sonido para Animacion
type = PlaySnd
trigger1 = MoveHit           ; cuando se golpea
value = S120,0
channel = 5
ignorehitpause = 1

;---------------------[]
[state a]
type = playerpush
trigger1 = 1
value = 0

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

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


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

[state a];ノーマルダメージ
type = varadd
trigger1 = root,var(30) = 0
trigger1 = root,var(22) = 0
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * 1/1)

[state a];ゴールデンチップダメージ
type = varadd
trigger1 = root,var(30) = 1
trigger1 = root,var(22) = 0
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * 1/1)

[state a];ノーマルアーマーダメージ
type = varadd
trigger1 = root,var(30) = 0
trigger1 = root,var(22) != 0
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * 1/1)

[state a];ゴールデンチップダメージ
type = varadd
trigger1 = root,var(30) = 1
trigger1 = root,var(22) != 0
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * 1/1)

[state a]
type = parentvarset
trigger1 = time = 0
var(15) = var(1);GetHitVar(damage)

[state a]
type = parentvarset
trigger1 = time >= 0
v = 16
value = 1

[state a]
type = null;parentvaradd
trigger1 = time = 0
trigger1 = GetHitVar(damage)
v = 8
value = 50

;---------------------[音]
[State 200, 1]
type = null;PlaySnd
trigger1 = root,stateno != 600
trigger1 = root,stateno != 1100
trigger1 = time = 1
value = 5000, 0

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

[state a]
type = changestate
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(52) > 0
trigger1 = time = 1
trigger2 = enemy,stateno = 715
trigger2 = time = 1
trigger3 = enemy,stateno = 716
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "UltimateArmorSFC" || p4name = "UltimateArmorSFC")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1200 && P2MoveType=A
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger1 = p2stateno = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger1 = p2stateno = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "First Armor" || p4name = "First Armor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 1120 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 1130 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 1122 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 1132 && P2MoveType=A
trigger5 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Command Mission X" || p4name = "Command Mission X")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 506
trigger1 = time = 1
trigger2 = (p2stateno = [1200,1250]) && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 1300 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 1301 && P2MoveType=A
trigger4 = time = 1
trigger5 = (enemy, var(25) > 0) && enemy,var(31) < 1
trigger6 = p2stateno = 400 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 401 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 402 && P2MoveType=A
trigger8 = time = 1
trigger9 = p2stateno = 442 && P2MoveType=A
trigger9 = time = 1
trigger10 = p2stateno = 443 && P2MoveType=A
trigger10 = time = 1
trigger11 = (p2stateno = [6000,6500]) && P2MoveType=A
trigger11 = time = 1
trigger12 = p2stateno = 1010 && P2MoveType=A
trigger12 = time = 1
trigger13 = p2stateno = 1011 && P2MoveType=A
trigger13 = time = 1
trigger14 = (p2stateno = [1040,1070]) && P2MoveType=A
trigger14 = time = 1
trigger15 = (p2stateno = [7100,7600]) && P2MoveType=A
trigger15 = time = 1
trigger16 = (p2stateno = [1120,1152]) && P2MoveType=A
trigger16 = time = 1
trigger17 = (p2stateno = [1250,1350]) && P2MoveType=A
trigger17 = time = 1
value = 20000

[state a]
type = changestate
trigger1 = root,var(30) = 0
trigger1 = time = 30
trigger2 = root,var(30) = 1
trigger2 = time = 30
value = 20000

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)ダメージ接触判定
[Statedef 30000]
type = A
ctrl = 0
anim = 30000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[state 500, a]
type = parentvarset
trigger1 = movecontact
v = 17
value = 0

[state a]
type = turn
trigger1 = facing != root,facing

[state a]
type = statetypeset
trigger1 = root,statetype = S
statetype = S

[state a]
type = statetypeset
trigger1 = root,statetype = C
statetype = C

[state a]
type = statetypeset
trigger1 = root,statetype = A
statetype = A

[state a]
type = changeanim
triggerall = anim != 30100
trigger1 = root,stateno = 100
trigger1 = root,animelem = 3,>=0
trigger2 = root,stateno = 110
trigger2 = root,animelem = 3,>=0
value = 30100

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = [8000,8600]
trigger2 = root,stateno = 5150
trigger3 = root,stateno = 190
trigger4 = root,stateno = 181
trigger5 = root,stateno = 400
trigger6 = root,stateno = 401
trigger7 = root,stateno = 191
trigger8 = root,stateno = 250
value = 9999

[state a]
type = changeanim
triggerall = anim != 30000
trigger1 = root,stateno != 100
trigger1 = root,stateno != [8000,8600]
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 191
trigger1 = root,stateno != 400
trigger1 = root,stateno != 401
trigger1 = root,stateno != 110
trigger1 = root,stateno != 250
value = 30000

[State 0, 1]
type = HitDef
trigger1 = gametime % 30 = 29
attr = S, HA
damage = ifelse(root,var(58)=1,63,47)
animtype = Light
hitflag = MAF
pausetime = 0, 0
sparkno = 9999   ; Animacion de Spark al ser golpeado
sparkxy = 10,-40
hitsound   = s200,20
ground.type = low
ground.hittime = 15
sprpriority = 0   ; Prioridad del Sprite al golpear, siempre 1.

;---------------------[]
[state a]
type = playerpush
trigger1 = 1
value = 0

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

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

;---------------------[]
[State 200, 7]
type = null;changestate
trigger1 = root,stateno = 1100
value = 1002

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)弾き判定
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)ダメージ接触判定
[Statedef 40000]
type = A
ctrl = 0
anim = 40000
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[state a]
type = turn
trigger1 = facing != root,facing

[state a]
type = statetypeset
trigger1 = root,statetype = S
statetype = S

[state a]
type = statetypeset
trigger1 = root,statetype = C
statetype = C

[state a]
type = statetypeset
trigger1 = root,statetype = A
statetype = A

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = [8000,8600]
trigger2 = root,stateno = 5150
trigger3 = root,stateno = 190
trigger4 = root,stateno = 181
trigger5 = root,stateno = 191
value = 9999

[state a]
type = changeanim
triggerall = anim != 40000
trigger1 = root,stateno != [8000,8600]
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 191
value = 40000

[State 2000, 0]    ; Helper de Armadura Reflectante al ser golpeado 1 vez
type = Reversaldef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkxy = 0,0
sparkno = -1
hitsound = -1

[State 2000, Helper Hit Defensa] ; Helper Animacion
type = helper
trigger1 = MoveHit            ; cuando se golpea
stateno = 2
pos = 15,-25
facing = 1
ownpal = 1
ignorehitpause = 1

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

[State 2000, 2]              ; Sonido para Animacion
type = PlaySnd
trigger1 = MoveHit           ; cuando se golpea
value = S120,0
channel = 5
ignorehitpause = 1

;---------------------[]
[state a]
type = playerpush
trigger1 = 1
value = 0

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

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

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = root,var(16) < 1


;---------------------------------------------------------------------------
; 自分ティウン前
[Statedef 8100]
type = S
movetype = I
velset = 0,0
ctrl = 0


[state a]
type = assertspecial
trigger1 = 1
flag = noko

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 8040
[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 8041

[state a]
type = lifeset
trigger1 = 1
value = 2


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

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

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

;---------------------[音]

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



[State 200, 1]
type = PlaySnd
trigger1 = animelem = 15
value = 9999, 100

;---------------------[エフェクト]
[state -2,a];爆発
type = Explod
trigger1 = animelem = 15
anim = 6000
id = 6000
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[state -2,a];爆発
type = Explod
trigger1 = animelem = 15,>=0
trigger1 = time <= 448
trigger1 = time%8 = 0
anim = 6000
id = 6000
postype = p1
bindtime = 1
pos = -50+(random%100),-90+(random%90)
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[State -2, a]
type = palfx
trigger1 = animelem = 2
time = 21
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 4
time = 11
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 6
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
time = 6
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 14
time = 1
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 16
time = 4
add = 160,190,225
mul = 210,210,225
color = 0



;---------------------[変数]

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

[state a];水平
type = Helper
trigger1 = time = 447
id = 8110
name = "Plasma Charge Shot"
sprpriority = 5
pos = -17, -62
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 447
id = 8111
name = "Plasma Charge Shot"
sprpriority = 5
pos = -15, -57
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 447
id = 8112
name = "Plasma Charge Shot"
sprpriority = 5
pos = -1, -38
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 447
id = 8113
name = "Plasma Charge Shot"
sprpriority = 5
pos = -6, -64
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 447
id = 8114
name = "Plasma Charge Shot"
sprpriority = 5
pos = 30, -39
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 447
id = 8115
name = "Plasma Charge Shot"
sprpriority = 5
pos = -4, -36
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 447
id = 8116
name = "Plasma Charge Shot"
sprpriority = 5
pos = 2, -11
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 447
id = 8117
name = "Plasma Charge Shot"
sprpriority = 5
pos = 11, -10
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];水平
type = Helper
trigger1 = time = 447
id = 8118
name = "Plasma Charge Shot"
sprpriority = 5
pos = -5, -11
postype = p1
stateno = 8110
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

[state a];
type = AssertSpecial
trigger1 = time >= 448
flag = intro

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

[state a]
type = changestate
trigger1 = time = 448
value = 8101

;---------------------------------------------------------------------------
; パーツ
[Statedef 8110]
type = S
ctrl = 0
anim = 8110
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1= ishelper(8110)
value = 8110
[state a]
type = changeanim
trigger1= ishelper(8111)
value = 8111
[state a]
type = changeanim
trigger1= ishelper(8112)
value = 8112
[state a]
type = changeanim
trigger1= ishelper(8113)
value = 8113
[state a]
type = changeanim
trigger1= ishelper(8114)
value = 8114
[state a]
type = changeanim
trigger1= ishelper(8115)
value = 8115
[state a]
type = changeanim
trigger1= ishelper(8116)
value = 8116
[state a]
type = changeanim
trigger1= ishelper(8117)
value = 8117
[state a]
type = changeanim
trigger1= ishelper(8118)
value = 8118


;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]

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

[state a]
type = angleadd
trigger1 = 1
value = var(2)

[state a]
type = angledraw
trigger1 = 1


[State 200, 1]
type = PlaySnd
trigger1 = pos y = -2
value = 0, 13

;---------------------[エフェクト]
[state -2,a];爆発
type = Explod
trigger1 = pos y = -2
anim = 6000
id = 6000
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1

;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 0
value = 8120

;---------------------------------------------------------------------------
; パーツ
[Statedef 8120]
type = S
ctrl = 0
anim = 6000
velset = 0,0
sprpriority = 10



[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 0, 13

;---------------------[ステート移行]
[state a]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; ヘキサインボリュート
[Statedef 8101]
type    = A
physics = N
ctrl = 0
anim = 41

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

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

[state a]
type = lifeset
trigger1 = 1
value = 2
[State ,Gravity]
Type                       = Gravity
Trigger1                   = 1

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

[State 50, 1]
type = posadd
trigger1 = Time = 0
x = -1
y = -44

[State 50, 1]
type = velset
trigger1 = Time = 0
y = -3.8

[State 50, 1]
type = velset
trigger1 = backedgedist < 3
x = 0

[State 50, 1]
type = velset
trigger1 = time = 0
x = -2.5

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

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 2001,random%2

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

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = Anim + 1

[State 50, 3]
type = Changestate
trigger1 = pos Y >= 0
value = 8102
ctrl = 0
;---------------------------------------------------------------------------
; Jump Land
[Statedef 8102]
type    = S
physics = N
ctrl = 0
anim = 43

[state a]
type = varset
trigger1 = 1
v = 58
value = 1

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


[state a]
type = varset
trigger1 = time = 0
v = 13
value = 0

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

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 52,0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 8103
ctrl = 0


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


[Statedef 8103]
type = S
physics = S
ctrl = 0
anim = 0
velset = 0,0


[State a] ;Clear all int variables
type = changeanim
trigger1 = time = 120
value = 8042

[State 191, Snd 1]
type = PlaySnd
triggerall = var(32) = 0
trigger1 = time = 130
value = 4,random%3

[State 191, Snd 1]
type = PlaySnd
triggerall = var(32) = 1
trigger1 = time = 130
value = 4,10+random%2

[State 191, Snd 1]
type = PlaySnd
triggerall = var(32) = 2
trigger1 = time = 130
value = 4,13

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

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

[state a]
type = varset
trigger1 = 1
v = 58
value = 1

[State a] ;Clear all int variables
type = lifeset
trigger1 = time = 0
value = 2

[State a] ;Clear all int variables
type = lifeadd
triggerall = time >= 212
trigger1 = (time%2) = 0
value = ceil(lifemax/96)

[State 181, 1]
type = playsnd
triggerall = time >= 212
trigger1 = (time%2) = 0
trigger1 = life < lifemax
value = 193,0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
;---------------------[効果音]
[State 191, Snd 1]
type = null;PlaySnd
trigger1 = time = 20
value = 190,2


;---------------------[移動]

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


;---------------------[ステート移行]
[State 191, 3]
type = ChangeState
trigger1 = anim = 8042
trigger1 = life >= lifemax
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 自分ティウン前
[Statedef 8020]
type = S
movetype = I
anim = 8020
velset = 0,0
ctrl = 0


[state a]
type = lifeadd
trigger1 = time = 1
value = -999999

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 5,random%2


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

[State a]
type = removeExplod
trigger1 = time = 0
id = 105

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

[State a]
type = removeExplod
trigger1 = time = 0
id = 402

[State a]
type = removeExplod
trigger1 = time = 0
id = 403

;---------------------[音]
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 15
value = 9999, 100

;---------------------[エフェクト]


[state -2,a]
type = Explod
trigger1 = time = 130;animelem = 15
anim = 8022
id = 8022
postype = p1
bindtime = 1
pos = 0,-30
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[state 4000,a]
type = Explod
trigger1 = time >= 130;animelem = 15, >=0
trigger1 = time <= 378
trigger1 = time%35 = 0
anim = 8022
id = 8022
postype = p1
bindtime = 1
pos = 0,-30
sprpriority = 999999
pausemovetime = 0
ownpal = 1

[state -2,a];爆発
type = Explod
trigger1 = animelem = 15
anim = 6000
id = 6000
postype = p1
bindtime = 1
pos = 0,-25
sprpriority = 999999
pausemovetime = 0
ownpal = 1
ReMapPal =8021,1

[state -2,a];爆発
type = Explod
trigger1 = animelem = 15,>=0
trigger1 = time <= 378
trigger1 = time%8 = 0
anim = 6000
id = 6000
postype = p1
bindtime = 1
pos = -50+(random%100),-90+(random%90)
sprpriority = 999999
pausemovetime = 0
ownpal = 1
ReMapPal =8021,1

[State -2, a]
type = palfx
trigger1 = animelem = 2
time = 21
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 4
time = 11
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 6
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
time = 6
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 14
time = 1
add = 160,190,225
mul = 210,210,225
color = 256

[State -2, a]
type = palfx
trigger1 = animelem = 16
time = 4
add = 160,190,225
mul = 210,210,225
color = 0



;---------------------[変数]
[state a]
type = varadd
trigger1 = time >= 250
trigger1 = time <= 378
v = 5
value = 2

[state a]
type = varadd
trigger1 = time >= 480
trigger1 = time < 512
v = 5
value = -8

[state a]
type = varset
trigger1 = time = 250
trigger2 = time = 513
v = 5
value = 0

[State -3]
Type = RemoveExplod
triggerall = numexplod(100000)
triggerall = TeamSide = 1
trigger1 = time >=480
ID = 100000

[State -3]
Type = RemoveExplod
triggerall = numexplod(101000)
triggerall = TeamSide = 2
trigger1 = time >=480
ID = 101000

;---------------------[]
[State 1000, 0]
type = AllPalFX
trigger1 = time >= 250
time = 1
add = var(5),var(5),var(5)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256

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

[state a];
type = AssertSpecial
trigger1 = time >= 378
flag = noshadow
flag2 = invisible

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

[state a]
type = changestate
trigger1 = time = 515
value = 5150


;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[state a]
type = lifeadd
trigger1 = 1
value = -2000

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State a]
type = ChangeAnim2
trigger1 = prevstateno = 8005
value = 8006

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = 1
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------
;(HELPER)(曲を)生む機械
[Statedef 9999]
type = S
movetype = I
ctrl = 0
anim = 9999
velset = 0,0
physics = N
sprpriority = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

;---------------------[音]
[State a]
type = PlaySnd
trigger1 = time = 0
value = 9999, (root,var(32)*2)
channel = 5
volume = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 9999, (root,var(32)*2)
channel = 5
;volume = 1

[State a]
type = PlaySnd
trigger1 = time >0
value = 9999, ((root,var(32)*2)+1)
lowpriority = 1
channel = 5
loop = 1
;volume = 0

;---------------------[消滅]
[state a]
type = changestate
;trigger1 = lose
trigger1 = root,stateno = 8020
trigger1 = root,animelem = 15
trigger2 = (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")&& enemy,authorname = "ahuron"
trigger3 = (p2name = "Makamaka" || p4name = "Makamaka")&& enemy,authorname = "ahuron"
trigger4 = (p2name = "Misuzu" || p4name = "Misuzu")&& enemy,authorname = "ahuron"
trigger5 = (p2name = "Touyama" || p4name = "Touyama")&& enemy,authorname = "ahuron"
trigger6 = (p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER")&& enemy,authorname = "or2 =3"
trigger7 = (p2name = "Final Sigma W" || p4name = "Final Sigma W")&& enemy,authorname = "ahuron"
trigger8 = (p2name = "Maverick Zero" || p4name = "Maverick Zero")&& enemy,authorname = "ahuron"
trigger9 = (p2name = "Sigma" || p4name = "Sigma")&& enemy,authorname = "!?"
trigger10 = (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger11 = (p2name = "Vile" || p4name = "Vile")&& enemy,authorname = "DragonFaku"
trigger12 = (p2name = "iX" || p4name = "iX")&& enemy,authorname = "DragonFaku"
trigger13 = (p2name = "heart-armardi" || p4name = "heart-armardi")&& enemy,authorname = ""
trigger14 = (p2name = "ToadMan" || p4name = "ToadMan")&& enemy,authorname = "Ahuron"
trigger15 = (p2name = "madgear" || p4name = "madgear")&& enemy,authorname = "Skiff/SUGIO"
trigger16 = (p2name = "Ghouls and Ghosts - Graveyard" || p4name = "Ghouls and Ghosts - Graveyard")&& enemy,authorname = "MabsKMK"
trigger17 = (p2name = "Command Mission X" || p4name = "Command Mission X") && p2stateno = 1452
value = 9998

;----------------------------------------------------------------------------
;(HELPER)曲ストップ
[Statedef 9998]
type = S
movetype = A
ctrl = 0
anim = 9999
velset = 0,0
physics = N
sprpriority = 0

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

;---------------------[音]
[state a]
type = stopsnd
trigger1 = time = 0
channel = 5

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 1

;---------------------------------------------------------------------------
; Aura Shadow
[Statedef 99999]
sprpriority = -5
movetype = I
ctrl = 0

[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root, Anim)
trigger3 = !AnimExist(Root, Anim)
trigger4 = Root, StateNo >= 160
trigger4 = Root, StateNo < 5000
trigger4 = Root, MoveType = H
trigger5 = Root, StateNo >= 6000
trigger5 = Root, MoveType = H
trigger6 = Root, Anim >= 160
trigger6 = Root, Anim < 5000
trigger6 = Root, MoveType = H
trigger7 = Root, Anim >= 6000
trigger7 = Root, MoveType = H
flag = Invisible

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = -5

[State 9999, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1

[State 9999, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 255,255,255
mul = 255,255,255

[State 9999, PalFX]
type = PalFX
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
time = 1
color = 0
add = 150,150,150
mul = 150,150,150

;----- Set Animation -----
[State 9999, VarSet]		; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
trigger1 = Root, Anim < 6000
value = Root, Anim
elem = Var(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
triggerall = Root, StateNo >= 2102
triggerall = Root, StateNo < 2105
triggerall = Root, HitPauseTime > 0
trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)
value = Root, Anim
elem = Root, AnimElemNo(0)
;-------------------------

;----- Scale Timer -----
[State 9999, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(10) = 1

[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Var(10) >= 300
var(10) = 0
;-------------------------

;===== Twitch Size X,Y =====
;----- Size X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(0) < 1.15
fvar(0) = 1.25

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(0) >= 1.15
fvar(0) = -0.05
;-------------------------

;----- Size Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(1) <= 1.05
fvar(1) = 1.15

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(1) > 1.05
fvar(1) = -0.05
;-------------------------
;==============================

;===== Grow/Shrink X,Y =====
;----- Resize X Scale -----
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(10) < 0.150
trigger1 = Var(10) >= 100
trigger1 = Var(10) <= 150
fvar(10) = 0.025 / 2

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(10) > 0
trigger1 = Var(10) >= 250
trigger1 = Var(10) <= 300
fvar(10) = -0.025 / 2

; -=[ Reset ]=-
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(10) <= 0
trigger3 = Var(10) <= 0
fvar(10) = 0.025
;-------------------------

;----- Resize Y Scale -----
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(11) < 0.125
trigger1 = Var(10) >= 100
trigger1 = Var(10) <= 150
fvar(11) = 0.025 / 2

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(11) > 0
trigger1 = Var(10) >= 250
trigger1 = Var(10) <= 300
fvar(11) = -0.025 / 2

; -=[ Reset ]=-
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(11) <= 0
trigger3 = Var(10) <= 0
fvar(11) = 0
;-------------------------
;==============================

;===== Scale X,Y Difference =====
;----- Size X Difference -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Root, Alive
trigger3 = FVar(20) > 0
fvar(20) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Root, Alive = 0
fvar(20) = -0.0025
;-------------------------

;----- Size Y Difference -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Root, Alive
trigger3 = FVar(21) > 0
fvar(21) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Root, Alive = 0
fvar(21) = -0.0025
;-------------------------
;==============================

;----- Size Scale Draw -----
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Time < 145
trigger1 = Root, Alive
scale = FVar(0) - 0.05, FVar(1) - 0.05

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Time >= 145
trigger1 = Root, Alive
scale = (FVar(0) + FVar(10)) - 0.025, (FVar(1) + FVar(11)) - 0.025

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, Alive = 0
scale = (FVar(0) + FVar(10) + FVar(20)) - 0.0125, (FVar(1) + FVar(11) + FVar(21)) - 0.0125
;-------------------------

[State 9999, Trans]
type = Trans
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
trans = addalpha
alpha = 200,200

[State 9999, AfterImage]
type = AfterImage
triggerall = Time > 0
triggerall = Name = "Shadow Omega Zero"
triggerall = AuthorName = "N-Mario"
trigger1 = RoundState >= 2
ignorehitpause = 1
persistent = 0
Time = 0
TimeGap = 1
FrameGap = 1
Length = 10
PalColor = 0
PalBright = 0,0,0
PalContrast = 0,0,0
Trans = add

[State 9999, AfterImage]
type = AfterImageTime
trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"
ignorehitpause = 1
time = 2

[State 9999, Variables]
type = DisplayToClipboard
trigger1 = 1
text = "Scale X:  %f     Scale Y:  %f     Timer: %d \nSize X:   %f     Size Y:   %f"
params = FVar(0), FVar(1), Var(10), FVar(10), FVar(11)

[State 9999, Destroy]
type = DestroySelf
trigger1 = Anim = 185
trigger1 = AnimElem = 10, >= 0
trigger2 = FVar(20) <= -0.15 || FVar(21) <= -0.15
trigger3 = Root, Anim = 5150
trigger4 = root,stateno = 8020
trigger4 = root,animelem = 1

