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

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

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

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

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


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

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

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

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

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

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

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

[state a]
type = changeanim
triggerall = (anim = 0 || anim = 1)
trigger1 = (var(8) > 14)
trigger2 = (var(21) > 14)
value = 200
elem = 2

[state a]
type = changeanim
triggerall = (anim = 0 || anim = 1)
trigger1 = var(8) = [9,14]
trigger2 = var(21) = [9,14]
value = 200
elem = 3

[state a]
type = changeanim
triggerall = (anim = 0 || anim = 1)
trigger1 = var(8) = [5,8]
trigger2 = var(21) = [5,8]
value = 200
elem = 4

[state a]
type = changeanim
triggerall = (anim = 0 || anim = 1)
trigger1 = var(8) = [1,4]
trigger2 = var(21) = [1,4]
value = 200
elem = 5

[state a]
type = changeanim
trigger1 = (var(8) = 0 && var(21) = 0)
trigger1 = (anim = 200)
value = 0

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

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


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


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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1



[state a]
type = afterimagetime
trigger1 = 1
time = 0
;---------------------------------------------------------------------------
;Hit Defensa
[Statedef 2]
type = S
physics = S
anim = 555
sprpriority = 20

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

[State 2000, 2]              ; Sonido para Animacion
type = PlaySnd
trigger1 = time = 0           ; cuando se golpea
value = S200,4
channel = 5
ignorehitpause = 1

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

[State 2, fin]
type = destroyself
trigger1 = time = 10
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 10
value = 210

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 210
value = 10



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1



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

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

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

[State 11]
type = changeanim
triggerall = var(8) > 0
trigger1 = numhelper(61500)
trigger2 = numhelper(33500)
value = 215

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

[state a]
type = changeanim
trigger1 = var(11) = 0 && var(8) > 0
trigger2 = var(22) = 0 && var(21) > 0
triggerall = anim = 11 || anim = 215 || anim = 216
triggerall = var(58) = 6
value = 211

[state a]
type = changeanim
trigger1 = var(11) = 0 && var(8) > 0
trigger2 = var(22) = 0 && var(21) > 0
triggerall = anim = 11 || anim = 215 || anim = 216
value = 211

[state a]
type = changeanim
triggerall = anim = 211
trigger1 = var(11) = 0 && var(8) = 0
trigger1 = var(22) = 0 && var(21) = 0
value = 11

[state a]
type = changeanim
trigger1 = var(11) = 1 && var(8) = 19
trigger2 = var(22) = 1 && var(21) = 19
value = 215


[state a]
type = changeanim
trigger1 = var(11) >= 2 && var(8) = 19
trigger2 = var(22) >= 2 && var(21) = 19
value = 216


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



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1



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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 12
value = 212

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 212
value = 12



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1


;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0
anim = 20
ctrl = 0

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

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

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

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

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

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)*(1+((var(30)=3)*0.25))

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 20
value = 220
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 220
value = 20
elem = var(10)



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1




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

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

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

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

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

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

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

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

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

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

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

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


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

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

[State a];�c��
type = afterimage
trigger1 = time = 0
trigger1 = var(3) = 1
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 40,10,20
palcontrast = 222,93,131
palbright = 240,100,180

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

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

[State 5120, 4]
type = PlaySnd
trigger1 = time = 0
value = 20,random%2

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 41
value = 241
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 241
value = 41
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 44
value = 244
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 244
value = 44
elem = var(10)



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1




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

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

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

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

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

[state a]
type = afterimagetime
trigger1 = 1

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

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 47
value = 247
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 247
value = 47
elem = var(10)


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


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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1



;---------------------------------------------------------------------------
; ホバリング
[Statedef 60]
type    = A
physics = N
velset = 0,0
anim = 60
ctrl = 1

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

;---------------------[変数]

[state a]
type = Helper
trigger1 = time = 0
id = 70
name = "Fully Charged Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 70
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 2
id = 80
name = "Fully Charged Shot"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 80
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

;---------------------[エフェクチE
[State a]
type = removeExplod
trigger1 = time = 0
id = 60


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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 60
value = 260
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 260
value = 60
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 61
value = 261
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 261
value = 61
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 62
value = 262
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 262
value = 62
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 63
value = 263
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 263
value = 63
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 64
value = 264
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 264
value = 64
elem = var(10)

[State 1031]
type = posset
trigger1 = pos y >= 0
y = 0

[State 50, 1]
type = velset
trigger1 = command = "holdfwd"
trigger1 = command = "holdup"
trigger1 = command != "holddown"
x = 2.4*(1+((var(30)=3)*0.5))
y = -2.4*(1+((var(30)=3)*0.5))

[State 50, 1]
type = velset
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
trigger1 = command = "holddown"
x = 2.4*(1+((var(30)=3)*0.5))
y = 2.4*(1+((var(30)=3)*0.5))

[State 50, 1]
type = velset
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
x = 3*(1+((var(30)=3)*0.5))

[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command = "holdup"
trigger1 = command != "holddown"
y = -3*(1+((var(30)=3)*0.5))

[State 50, 1]
type = velset
trigger1 = command != "holdfwd"
trigger1 = command != "holdup"
trigger1 = command = "holddown"
y = 3**(1+((var(30)=3)*0.5))

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

[state a]
type = velset
trigger1 = command != "holdup"
trigger1 = command != "holddown"
y = -0.8*sin(pi/180*(time*16)) - 0

;---------------------[アニメーション]
[state a]
type = changeanim
triggerall = var(8) = 0 && var(21) = 0
triggerall = anim != 61
triggerall = time > 8
trigger1 = command = "holdup"
value = 61

[state a]
type = changeanim
triggerall = var(8) = 0 && var(21) = 0
triggerall = anim = 61
triggerall = time > 8
trigger1 = command != "holdup"
value = 62

[state a]
type = changeanim
triggerall = var(8) = 0 && var(21) = 0
triggerall = anim != 63
triggerall = time > 8
trigger1 = command = "holddown"
value = 63

[state a]
type = changeanim
triggerall = var(8) = 0 && var(21) = 0
triggerall = anim = 63
triggerall = time > 8
trigger1 = command != "holddown"
value = 64

[state a]
type = changeanim
triggerall = anim != 261
triggerall = time > 8
triggerall = command = "holdup"
trigger1 = var(8) > 0
trigger2 = var(21) > 0
value = 261

[state a]
type = changeanim
triggerall = anim = 261
triggerall = time > 8
triggerall = command != "holdup"
trigger1 = var(8) > 0
trigger2 = var(21) > 0
value = 262

[state a]
type = changeanim
triggerall = anim != 263
triggerall = time > 8
triggerall = command = "holddown"
trigger1 = var(8) > 0
trigger2 = var(21) > 0
value = 263

[state a]
type = changeanim
triggerall = anim = 263
triggerall = time > 8
triggerall = command != "holddown"
trigger1 = var(8) > 0
trigger2 = var(21) > 0
value = 264

;---------------------[効果音]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 8;animelem = 3
value = 60,0
channel = 3
loop = 1

;---------------------[エフェクチE
;---------------------[]
[State 100, 4]
type = ChangeState
trigger1 = time = 188
trigger2 = time > 4
trigger2 = command = "a"
value = 65



;---------------------[バスターアニメーション]

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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1



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

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

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

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

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 60,1

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 60
v = 20
value = 1

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

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

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0
trigger2 = var(21) > 0
triggerall = anim = 65
value = 265
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0
trigger1 = var(21) = 0
trigger1 = anim = 265
value = 65
elem = var(10)

;---------------------[バスター発射]



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1


;===========================================================================
;スラスター
;---------------------------------------------------------------------------
[Statedef 70]
type = A
ctrl = 0
anim = 70
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = SprPriority
trigger1 = 1
value = 0

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

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

[state a]
type = varset
trigger1 = animelem = 1
v = 13
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 13
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 13
value = 3

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

[state a]
type = varset
trigger1 = animelem = 5
trigger2 = animtime = 0
v = 13
value = 5

[state a]
type = changeanim
triggerall = root,animelem = 1
triggerall = anim != 70
trigger1 = root,anim = 60
trigger2 = root,anim = 260
value = 70
elem = var(13)

[state a]
type = changeanim
trigger1 = root,anim = 60
triggerall = root,animelem = 2
triggerall = anim != 71
trigger1 = root,anim = 60
trigger2 = root,anim = 260
value = 71
elem = var(13)

[state a]
type = changeanim
triggerall = anim != 72
trigger1 = root,anim = 61
trigger2 = root,anim = 261
value = 72
elem = var(13)

[state a]
type = changeanim
triggerall = anim != 71
trigger1 = root,anim = 62
trigger2 = root,anim = 262
value = 71
elem = var(10)

[state a]
type = changeanim
triggerall = anim != 73
trigger1 = root,anim = 63
trigger2 = root,anim = 263
value = 73
elem = var(13)

[state a]
type = changeanim
triggerall = anim != 71
trigger1 = root,anim = 64
trigger2 = root,anim = 264
value = 71
elem = var(13)

[State 55500]
Type = BindToRoot
Trigger1 = 1
Facing = 1
Pos = 0,0

[state a]
type = changestate
trigger1 = root,stateno != 60
value = 511

;===========================================================================
;バリア
;---------------------------------------------------------------------------
[Statedef 80]
type = A
ctrl = 0
anim = 80
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

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

[state a]
type = varset
trigger1 = animelem = 1
v = 13
value = 1

[state a]
type = varset
trigger1 = animelem = 2
v = 13
value = 2

[state a]
type = varset
trigger1 = animelem = 3
v = 13
value = 3

[state a]
type = varset
trigger1 = animelem = 4
v = 13
value = 4

[state a]
type = varset
trigger1 = animelem = 5
v = 13
value = 5

[state a]
type = changeanim
triggerall = anim != 80
trigger1 = root,anim = 60
trigger2 = root,anim = 62
trigger3 = root,anim = 64
trigger4 = root,anim = 260
trigger5 = root,anim = 262
trigger6 = root,anim = 264
value = 80
elem = var(13)

[state a]
type = changeanim
triggerall = anim != 81
trigger1 = root,anim = 61
trigger2 = root,anim = 261
value = 81
elem = var(13)

[state a]
type = changeanim
triggerall = anim != 82
trigger1 = root,anim = 63
trigger2 = root,anim = 263
value = 82
elem = var(13)

[State 55500]
Type = BindToRoot
trigger1 = root,anim = 60
trigger2 = root,anim = 260
Facing = 1
Pos = 33,-18

[State 55500]
Type = BindToRoot
trigger1 = root,anim = 62
trigger2 = root,anim = 262
Facing = 1
Pos = 33,-18

[State 55500]
Type = BindToRoot
trigger1 = root,anim = 64
trigger2 = root,anim = 264
Facing = 1
Pos = 33,-18

[State 55500]
Type = BindToRoot
trigger1 = root,anim = 61
trigger2 = root,anim = 261
Facing = 1
Pos = 35,-38

[State 55500]
Type = BindToRoot
trigger1 = root,anim = 63
trigger2 = root,anim = 263
Facing = 1
Pos = 38,2

[state a]
type = changestate
trigger1 = root,stateno != 60
value = 511
;--------------------------------------------------------------------------
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
ctrl = 0

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

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

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

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

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

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

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

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

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


[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 5.4*(1+((var(30)=3)*0.25))

[State a]
type = afterimage
trigger1 = time = 0
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 40,10,20
palcontrast = 222,93,131
palbright = 240,100,180

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

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

[State 100, 4]
type = ChangeState
trigger1 = var(5) = 0
trigger1 = command != "holdfwd"
trigger2 = var(5) = 1
trigger2 = command != "hold_b"
trigger3 = time = ifelse(var(30) = 3,28,35)
trigger4 = command = "holdback"
trigger5 = command = "back"
value = 101

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 100
value = 280
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 280
value = 100
elem = var(10)



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1



;---------------------------------------------------------------------------
[Statedef 101]
type    = S
physics = N
anim = 101
sprpriority = 1
ctrl = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 101
value = 281
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 281
value = 101
elem = var(10)



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1




;---------------------------------------------------------------------------
[Statedef 110]
type    = A
physics = N
anim = 110
sprpriority = 1
ctrl = 1
velset = 0,0

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

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

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

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

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

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

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

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


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

[State a]
type = afterimage
trigger1 = time = 0
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 40,10,20
palcontrast = 222,93,131
palbright = 240,100,180

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

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

[State 100, 4]
type = ChangeState
trigger1 = var(5) = 0
trigger1 = command != "holdfwd"
trigger2 = var(5) = 1
trigger2 = command != "hold_b"
trigger3 = time = ifelse(var(30) = 3,20,25)
trigger4 = command = "holdback"
trigger5 = command = "back"
value = 111

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 110
value = 290
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 290
value = 110
elem = var(10)



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 111]
type    = A
physics = A
anim = 65
ctrl = 1
velset = 0,0

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

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

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

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

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

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 65
value = 265
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 265
value = 65
elem = var(10)




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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1



;---------------------------------------------------------------------------
[Statedef 300]
type    = A
physics = N
anim = 300
ctrl = 1


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 300
value = 305
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 305
value = 300
elem = var(10)




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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1


[state a]
type = changestate
trigger1 = command = "a"
trigger1 = time >= 1
value = 310

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

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

;---------------------------------------------------------------------------
[Statedef 320]
type    = A
physics = N
anim = 300
ctrl = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 300
value = 305
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 305
value = 300
elem = var(10)




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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1


[state a]
type = changestate
trigger1 = command = "a"
trigger1 = time >= 1
value = 310

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

[state a]
type = changestate
trigger1 = var(27) = 0
value = 301

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


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

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

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

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

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

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 65
value = 265
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 265
value = 65
elem = var(10)



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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1




;---------------------------------------------------------------------------
[Statedef 310]
type    = A
physics = A
ctrl = 1
anim = 310

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

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

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

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

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

[State a]
type = afterimage
trigger1 = time = 0
trigger1 = var(3) = 1
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 40,10,20
palcontrast = 222,93,131
palbright = 240,100,180

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 310
value = 315
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 315
value = 310
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) > 0 || var(21) > 0
trigger1 = anim = 44
value = 244
elem = var(10)

[state a]
type = changeanim
trigger1 = var(8) = 0 && var(21) = 0
trigger1 = anim = 244
value = 44
elem = var(10)




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

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

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

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


[state a]
type = Helper
trigger1 = var(22) = 0
trigger1 = var(21) = 19
id = 500
name = "X Buster"
pos = 26 + 8,-31 + 7
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 1
trigger1 = var(21) = 19
id = 501
name = "Charged Shot"
sprpriority = 5
pos = 39 + 8,-30 + 7
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
trigger1 = var(22) = 2
trigger1 = var(21) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 8, -31 + 7
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1



;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

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

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

[State a]
type = Explod
trigger1 = anim = 181
trigger1 = animelem = 9
anim = 182
id = 182
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
remappal = 182,ifelse(var(30)=3,1,0)

[State a]
type = Explod
trigger1 = anim = 181
trigger1 = animelem = 12
anim = 183
id = 183
sprpriority = 7
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
remappal = 182,ifelse(var(30)=3,1,0)

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

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

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

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

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

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

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

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

[state a]
type = changeanim
triggerall  = matchover
trigger1 = time = 255
value = 181

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

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

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

[State 191, Snd 1]
type = PlaySnd
triggerall  = matchover
trigger1 = time = 20
value = 183,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 181
trigger1 = animelem = 2
value = 180,random%2
channel = 4

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 181
trigger1 = animelem = 7
value = 181,0
channel = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 181
trigger1 = animelem = 12
value = 181,2
channel = 2

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

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

[State 190, 0]
type = VarSet
trigger1 = 1
var(31) = 1

[State 190, 0]
type = ChangeState
trigger1 = p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion"
trigger2 = p2name = "Makamaka" || p4name = "Makamaka"
trigger3 = p2name = "Misuzu" || p4name = "Misuzu"
trigger4 = p2name = "Touyama" || p4name = "Touyama"
trigger5 = p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER"
trigger6 = p2name = "Karate Kenji" || p4name = "Karate Kenji"
trigger7 = p2name = "vega" || p4name = "vega"
trigger8 = p2name = "gouki" || p4name = "gouki"
trigger9 = p2name = "akuma" || p4name = "akuma"
trigger10= p2name = "gill" || p4name = "gill"
trigger11= p2name = "Juggernaut" || p4name = "Juggernaut"
trigger12= p2name = "Magneto" || p4name = "Magneto"
trigger13= p2name = "Doctor Doom" || p4name = "Doctor Doom"
trigger14= p2name = "Dr.Doom" || p4name = "Dr.Doom"
trigger15= p2name = "Thanos" || p4name = "Thanos"
trigger16= p2name = "Apocalypse" || p4name = "Apocalypse"
trigger17= p2name = "Mech Gouki" || p4name = "Mech Gouki"
trigger18= p2name = "Cyber Akuma" || p4name = "Cyber Akuma"
trigger19= p2name = "Onslaught" || p4name = "Onslaught"
trigger20= p2name = "Abyss" || p4name = "Abyss"
trigger21= p2name = "Phobos" || p4name = "Phobos"
trigger22= p2name = "Pylon" || p4name = "Pylon"
trigger23= p2name = "jedah" || p4name = "jedah"
trigger24= p2name = "Jedah Dohma" || p4name = "Jedah Dohma"
trigger25= p2name = "Shin Gouki" || p4name = "Shin Gouki"
trigger26= p2name = "God Rugal" || p4name = "God Rugal"
trigger27= p2name = "Warlock" || p4name = "Warlock"
trigger28= p2name = "Zero Gouki" || p4name = "Zero Gouki"
trigger29= p2name = "Sagat" || p4name = "Sagat"
trigger30= p2name = "Dan" || p4name = "Dan"
trigger31= p2name = "Dan Hibiki" || p4name = "Dan Hibiki"
trigger32= p2name = "Cyber Dan" || p4name = "Cyber Dan"
trigger33= p2name = "Evil Ryu" || p4name = "Evil Ryu"
trigger34= p2name = "Evil Ken" || p4name = "Evil Ken"
trigger35= p2name = "Evil Dan" || p4name = "Evil Dan"
trigger36= p2name = "Siguma" || p4name = "Siguma"
trigger37= p2name = "Vava" || p4name = "Vava"
trigger38= p2name = "Gouken" || p4name = "Gouken"
trigger39= p2name = "Geese" || p4name = "Geese"
trigger40= p2name = "Geese Howard" || p4name = "Geese Howard"
trigger41= p2name = "NIGHTMARE GEESE" || p4name = "NIGHTMARE GEESE"
trigger42= p2name = "Krauser" || p4name = "Krauser"
trigger43= p2name = "Ryo" || p4name = "Ryo"
trigger44= p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
trigger45= p2name = "Grant" || p4name = "Grant"
trigger46= p2name = "Kain" || p4name = "Kain"
trigger47= p2name = "Kain.R.Heinlein" || p4name = "Kain.R.Heinlein"
trigger48= p2name = "Kain R Heinlein" || p4name = "Kain R Heinlein"
trigger49= p2name = "Mr Karate" || p4name = "Mr Karate"
trigger50= p2name = "Mr.Karate" || p4name = "Mr.Karate"
trigger51= p2name = "Mr.Big" || p4name = "Mr.Big"
trigger52= p2name = "Sinclair" || p4name = "Sinclair"
trigger53= p2name = "Wyler" || p4name = "Wyler"
trigger54= p2name = "Amakusa" || p4name = "Amakusa"
trigger55= p2name = "Mizuki" || p4name = "Mizuki"
trigger56= p2name = "Kuroko" || p4name = "Kuroko"
trigger57= p2name = "Zankuro" || p4name = "Zankuro"
trigger58= p2name = "Zankuro Minazuki" || p4name = "Zankuro Minazuki"
trigger59= p2name = "Gaoh" || p4name = "Gaoh"
trigger60= p2name = "gigas" || p4name = "gigas"
trigger61= p2name = "ZEUS" || p4name = "ZEUS"
trigger62= p2name = "Dio" || p4name = "Dio"
trigger63= p2name = "NeoDio" || p4name = "NeoDio"
trigger64= p2name = "Neo-Dio" || p4name = "Neo-Dio"
trigger65= p2name = "Shishioh" || p4name = "Shishioh"
trigger66= p2name = "Shin Shishioh" || p4name = "Shin Shishioh"
trigger67= p2name = "ShinShishioh" || p4name = "ShinShishioh"
trigger68= p2name = "Jazu" || p4name = "Jazu"
trigger69= p2name = "Karnov" || p4name = "Karnov"
trigger70= p2name = "Ox" || p4name = "Ox"
trigger71= p2name = "Behemoth" || p4name = "Behemoth"
trigger72= p2name = "Eelis" || p4name = "Eelis"
trigger73= p2name = "Lucifer" || p4name = "Lucifer"
trigger74= p2name = "Abubo" || p4name = "Abubo"
trigger75= p2name = "JOHANN" || p4name = "JOHANN"
trigger76= p2name = "Shinnosuke Kagami" || p4name = "Shinnosuke Kagami"
trigger77= p2name = "Kouryu" || p4name = "Kouryu"
trigger78= p2name = "SISSY" || p4name = "SISSY"
trigger79= p2name = "Otane" || p4name = "Otane"
trigger80= p2name = "Oume" || p4name = "Oume"
trigger81= p2name = "Son Gokuu" || p4name = "Son Gokuu"
trigger82= p2name = "Felden" || p4name = "Feldenkrais"
trigger83= p2name = "FeldenKrais" || p4name = "FeldenKrais"
trigger84= p2name = "Felden Kryz" || p4name = "Felden Kryz"
trigger85= p2name = "Fernandes" || p4name = "Fernandes"
trigger86= p2name = "Rugal" || p4name = "Rugal"
trigger87= p2name = "Rugal Bernstein" || p4name = "Rugal Bernstein"
trigger88= p2name = "Omega Rugal" || p4name = "Omega Rugal"
trigger89= p2name = "o-rugal" || p4name = "o-rugal"
trigger90= p2name = "Goenitz" || p4name = "Goenitz"
trigger91= p2name = "yamazaki" || p4name = "yamazaki"
trigger92= p2name = "Ryuji Yamazaki" || p4name = "Ryuji Yamazaki"
trigger93= p2name = "Violent Yamazaki" || p4name = "Violent Yamazaki"
trigger94= p2name = "Chonshu" || p4name = "Chonshu"
trigger95= p2name = "Jin Chonshu" || p4name = "Jin Chonshu"
trigger96= p2name = "Chonrei" || p4name = "Chonrei"
trigger97= p2name = "Jin Chonrei" || p4name = "Jin Chonrei"
trigger98= p2name = "Orochi" || p4name = "Orochi"
trigger99= p2name = "yashiro" || p4name = "yashiro"
trigger100= p2name = "Yashiro Nanakase" || p4name = "Yashiro Nanakase"
trigger101= p2name = "orochiyashiro" || p4name = "orochiyashiro"
trigger102= p2name = "Shermie" || p4name = "Shermie"
trigger103= p2name = "orochiShermie" || p4name = "orochiShermie"
trigger104= p2name = "chris" || p4name = "chris"
trigger105= p2name = "orochichris" || p4name = "orochichris"
trigger106= p2name = "Orochi Leona" || p4name = "Orochi Iori"
trigger107= p2name = "Orochi Leona" || p4name = "Orochi Leona"
trigger108= p2name = "Chizuru" || p4name = "Chizuru"
trigger109= p2name = "Chizuru Kagura" || p4name = "Chizuru Kagura"
trigger110= p2name = "Chizuru&Maki" || p4name = "Chizuru&Maki"
trigger111= p2name = "Krizalid" || p4name = "Krizalid"
trigger112= p2name = "kyo" || p4name = "kyo"
trigger113= p2name = "kyo kusanagi" || p4name = "kyo kusanagi"
trigger114= p2name = "iori" || p4name = "iori"
trigger115= p2name = "iori yagami" || p4name = "iori yagami"
trigger116= p2name = "KUSANAGI" || p4name = "KUSANAGI"
trigger117= p2name = "zero" || p4name = "zero"
trigger118= p2name = "OriginalZero" || p4name = "OriginalZero"
trigger119= p2name = "Kula" || p4name = "Kula"
trigger120= p2name = "Kula Diamond" || p4name = "Kula Diamond"
trigger121= p2name = "god yuri" || p4name = "god yuri"
trigger122= p2name = "igniz" || p4name = "igniz"
trigger123= p2name = "cvsg_rugal" || p4name = "cvsg_rugal"
trigger124= p2name = "Y'" || p4name = "Y'"
trigger125= p2name = "Adel" || p4name = "Adel"
trigger126= p2name = "adelheid" || p4name = "adelheid"
trigger127= p2name = "O-Adel" || p4name = "O-Adel"
trigger128= p2name = "Mukai" || p4name = "Mukai"
trigger129= p2name = "Long" || p4name = "Long"
trigger130= p2name = "Shion" || p4name = "Shion"
trigger131= p2name = "Magaki" || p4name = "Magaki"
trigger132= p2name = "Carlos" || p4name = "Carlos"
trigger133= p2name = "Dee" || p4name = "Dee"
trigger134= p2name = "Testament" || p4name = "Testament"
trigger135= p2name = "Justice" || p4name = "Justice"
trigger136= p2name = "Dizzy" || p4name = "Dizzy"
trigger137= p2name = "I-no" || p4name = "I-no"
trigger138= p2name = "order-Sol=Badguy" || p4name = "order-Sol=Badguy"
trigger139= p2name = "Leopaldon" || p4name = "Leopaldon"
trigger140= p2name = "JUDGMENT" || p4name = "JUDGMENT"
trigger141= p2name = "Yumeji" || p4name = "Yumeji"
trigger142= p2name = "Sankuro" || p4name = "Sankuro"
trigger143= p2name = "Mildred_Avallone" || p4name = "Mildred_Avallone"
trigger144= p2name = "Angelia Avallone" || p4name = "Angelia Avallone"
trigger145= p2name = "gonzales" || p4name = "gonzales"
trigger146= p2name = "Azteca" || p4name = "Azteca"
trigger147= p2name = "General" || p4name = "General"
trigger148= p2name = "Rockman zero" || p4name = "Rockman zero"
trigger149= p2name = "Rockmanzero" || p4name = "Rockmanzero"
trigger150= p2name = "Mars People" || p4name = "Mars People"
trigger151= p2name = "MarsPeople" || p4name = "MarsPeople"
trigger152= p2name = "Demitri" || p4name = "Demitri"
trigger153= p2name = "Demitri Maximoff" || p4name = "Demitri Maximoff"
trigger154= p2name = "svcathena" || p4name = "svcathena"
trigger155= p2name = "Red Arremer" || p4name = "Red Arremer"
trigger156= p2name = "svckarate" || p4name = "svckarate"
trigger157= p2name = "Mizuchi" || p4name = "Mizuchi"
trigger158= p2name = "Rugal.B" || p4name = "Rugal.B"
trigger159= p2name = "Rugal2k2" || p4name = "Rugal2k2"
trigger160= p2name = "omega rugal98" || p4name = "omega rugal98"
trigger161= p2name = "Rugal_TLE" || p4name = "Rugal_TLE"
trigger162= p2name = "Silver" || p4name = "Silver"
trigger163= p2name = "Gai Tendo" || p4name = "Gai Tendo"
trigger164= p2name = "Syo Hayate" || p4name = "Syo Hayate"
trigger165= p2name = "Final Sigma W" || p4name = "Final Sigma W"
trigger166= p2name = "Sigma" || p4name = "Sigma"
trigger167= (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname != "Sigmund=E=Wily + Anubis Black"
trigger168= p2name = "Vile" || p4name = "Vile"
trigger169= p2name = "iX" || p4name = "iX"
trigger170= p2name = "heart-armardi" || p4name = "heart-armardi"
trigger171= enemy,name = "Vile MMHX"
trigger172 = enemy,name = "colonel_X4"
trigger173 = enemy,name = "iris_X4"
trigger174 = enemy,name = "Infinity Sigma"
trigger175 = enemy,name = "Omega Zero" && enemy,authorname = "Sigmund=E=Wily + Anubis Black"
trigger176 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" && enemy,authorname = "ArcadeDemo"
trigger177 = enemy,name = "Magma Dragoon" && enemy,authorname = "ArcadeDemo"
trigger178 = enemy,name = "Ground Scaravich" && enemy,authorname = "ArcadeDemo"
trigger179 = enemy,name = "MetalSharkPlayer" && enemy,authorname = "ArcadeDemo"
trigger180 = enemy,name = "CrescentGrizzly" && enemy,authorname = "ArcadeDemo"
trigger181 = enemy,name = "mattrex" && enemy,authorname = "ArcadeDemo"
trigger182 = enemy,name = "skiver" && enemy,authorname = "MugenDemo"
trigger183 = enemy,name = "Dynamo" && enemy,authorname = "D.Mugen & V.X"
trigger184 = enemy,name = "spike rosered"
trigger185 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019" && enemy,authorname = "ArcadeDemo"
trigger186 = enemy,name = "HIGHMAX" && enemy,authorname = "taihei//RedLine"
trigger187 = enemy,name = "X4 Slash Beast" && enemy,authorname = "ArcadeDemo"
trigger188 = enemy,name = "Split Mushroom" && enemy,authorname = "ArcadeDemo"
trigger189 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update" && enemy,authorname = "ArcadeDemo"
trigger190 = enemy,name = "Web Spider" && enemy,authorname = "ArcadeDemo"
trigger191 = enemy,name = "Magma Dragoon" && enemy,authorname = "Shircan"
trigger192 = enemy,name = "Fireman URM Shircan" && enemy,authorname = "Shircan"
trigger193 = enemy,name = "Iceman URM Prototype" && enemy,authorname = "Shircan"
trigger194 = enemy,name = "X5 Shadow Devil" && enemy,authorname = "ArcadeDemo"
trigger195 = enemy,name = "Vile MMHX"
trigger196 = enemy,name = "Commander Yammark Extreme Mode" && enemy,authorname = "Shircan"
trigger197 = enemy,name = "Magma Dragoon"
trigger198 = enemy,name = "MEGA MAN/ROCK MAN X6 GATE"
trigger199 = enemy,name = "Double" && enemy,authorname = "D.Mugen"
trigger200 = enemy,name = "PSsigmaX1" && enemy,authorname = "Exclamation_Question"
trigger201 = enemy,name = "Awakened Zero" && enemy,authorname = "Tomislav Lukic"
trigger202 = enemy,name = "Zero Awakening" && enemy,authorname = "D.Mugen"
trigger203 = enemy,name = "Zero (Normal) Boss" && enemy,authorname = "D.Mugen"
trigger204 = enemy,name = "Zero Nightmare" && enemy,authorname = "zen"
trigger205 = enemy,name = "VAVA MK2" && enemy,authorname = "Reploids Labo"
trigger206 = enemy,name = "Vajurila_FF" && enemy,authorname = "Dr.Doppler"
trigger207 = enemy,name = "Mac" && enemy,authorname = "Dr.Doppler"
trigger208 = enemy,name = "Zero_X2" && enemy,var(59) > 0
trigger209 = enemy,name = "UltimateArmorSFC" && enemy,var(59) > 0
trigger210 = enemy,name = "TrueUltimateArmor" && enemy,var(59) > 0
trigger211 = enemy,name = "Command Mission X" && enemy,var(59) > 0
trigger212 = enemy,name = "Maverick Hunter Zero" && enemy,var(59) > 0
trigger213 = enemy,name = "Vile MK2 (SNES)"
trigger214 = enemy,name = "GRAVITY ANTONIUM"
trigger215 = enemy,name = "Vile MK5 + Ride Amor (MX8 Demake)"
trigger216 = enemy,name = "Vile MK2 (SNES)"
trigger217 = enemy,name = "Magma Dragoon (SNES Boss)"
trigger218 = enemy,name = "Ereg-1000"
trigger219 = enemy,name = "Copy Sigma"
trigger220 = enemy,name = "Acid Seahorse"
trigger221 = enemy,name = "Burnin' Noumander"
trigger222 = enemy,name = "Icy Penguigo"
trigger223 = enemy,name = "Sting Chameleao"
trigger224 = enemy,name = "Metamol Mothmeanos"
trigger225 = enemy,name = "Spark Mandriller"
value = 10196

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

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

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

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

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

[State 190, 0]
type = ChangeState
trigger1 = p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion"
trigger2 = p2name = "Makamaka" || p4name = "Makamaka"
trigger3 = p2name = "Misuzu" || p4name = "Misuzu"
trigger4 = p2name = "Touyama" || p4name = "Touyama"
trigger5 = p2name = "NIGHTMAR MOTHER" || p4name = "NIGHTMAR MOTHER"
trigger6 = p2name = "Karate Kenji" || p4name = "Karate Kenji"
trigger7 = p2name = "vega" || p4name = "vega"
trigger8 = p2name = "gouki" || p4name = "gouki"
trigger9 = p2name = "akuma" || p4name = "akuma"
trigger10= p2name = "gill" || p4name = "gill"
trigger11= p2name = "Juggernaut" || p4name = "Juggernaut"
trigger12= p2name = "Magneto" || p4name = "Magneto"
trigger13= p2name = "Doctor Doom" || p4name = "Doctor Doom"
trigger14= p2name = "Dr.Doom" || p4name = "Dr.Doom"
trigger15= p2name = "Thanos" || p4name = "Thanos"
trigger16= p2name = "Apocalypse" || p4name = "Apocalypse"
trigger17= p2name = "Mech Gouki" || p4name = "Mech Gouki"
trigger18= p2name = "Cyber Akuma" || p4name = "Cyber Akuma"
trigger19= p2name = "Onslaught" || p4name = "Onslaught"
trigger20= p2name = "Abyss" || p4name = "Abyss"
trigger21= p2name = "Phobos" || p4name = "Phobos"
trigger22= p2name = "Pylon" || p4name = "Pylon"
trigger23= p2name = "jedah" || p4name = "jedah"
trigger24= p2name = "Jedah Dohma" || p4name = "Jedah Dohma"
trigger25= p2name = "Shin Gouki" || p4name = "Shin Gouki"
trigger26= p2name = "God Rugal" || p4name = "God Rugal"
trigger27= p2name = "Warlock" || p4name = "Warlock"
trigger28= p2name = "Zero Gouki" || p4name = "Zero Gouki"
trigger29= p2name = "Sagat" || p4name = "Sagat"
trigger30= p2name = "Dan" || p4name = "Dan"
trigger31= p2name = "Dan Hibiki" || p4name = "Dan Hibiki"
trigger32= p2name = "Cyber Dan" || p4name = "Cyber Dan"
trigger33= p2name = "Evil Ryu" || p4name = "Evil Ryu"
trigger34= p2name = "Evil Ken" || p4name = "Evil Ken"
trigger35= p2name = "Evil Dan" || p4name = "Evil Dan"
trigger36= p2name = "Siguma" || p4name = "Siguma"
trigger37= p2name = "Vava" || p4name = "Vava"
trigger38= p2name = "Gouken" || p4name = "Gouken"
trigger39= p2name = "Geese" || p4name = "Geese"
trigger40= p2name = "Geese Howard" || p4name = "Geese Howard"
trigger41= p2name = "NIGHTMARE GEESE" || p4name = "NIGHTMARE GEESE"
trigger42= p2name = "Krauser" || p4name = "Krauser"
trigger43= p2name = "Ryo" || p4name = "Ryo"
trigger44= p2name = "Ryo Sakazaki" || p4name = "Ryo Sakazaki"
trigger45= p2name = "Grant" || p4name = "Grant"
trigger46= p2name = "Kain" || p4name = "Kain"
trigger47= p2name = "Kain.R.Heinlein" || p4name = "Kain.R.Heinlein"
trigger48= p2name = "Kain R Heinlein" || p4name = "Kain R Heinlein"
trigger49= p2name = "Mr Karate" || p4name = "Mr Karate"
trigger50= p2name = "Mr.Karate" || p4name = "Mr.Karate"
trigger51= p2name = "Mr.Big" || p4name = "Mr.Big"
trigger52= p2name = "Sinclair" || p4name = "Sinclair"
trigger53= p2name = "Wyler" || p4name = "Wyler"
trigger54= p2name = "Amakusa" || p4name = "Amakusa"
trigger55= p2name = "Mizuki" || p4name = "Mizuki"
trigger56= p2name = "Kuroko" || p4name = "Kuroko"
trigger57= p2name = "Zankuro" || p4name = "Zankuro"
trigger58= p2name = "Zankuro Minazuki" || p4name = "Zankuro Minazuki"
trigger59= p2name = "Gaoh" || p4name = "Gaoh"
trigger60= p2name = "gigas" || p4name = "gigas"
trigger61= p2name = "ZEUS" || p4name = "ZEUS"
trigger62= p2name = "Dio" || p4name = "Dio"
trigger63= p2name = "NeoDio" || p4name = "NeoDio"
trigger64= p2name = "Neo-Dio" || p4name = "Neo-Dio"
trigger65= p2name = "Shishioh" || p4name = "Shishioh"
trigger66= p2name = "Shin Shishioh" || p4name = "Shin Shishioh"
trigger67= p2name = "ShinShishioh" || p4name = "ShinShishioh"
trigger68= p2name = "Jazu" || p4name = "Jazu"
trigger69= p2name = "Karnov" || p4name = "Karnov"
trigger70= p2name = "Ox" || p4name = "Ox"
trigger71= p2name = "Behemoth" || p4name = "Behemoth"
trigger72= p2name = "Eelis" || p4name = "Eelis"
trigger73= p2name = "Lucifer" || p4name = "Lucifer"
trigger74= p2name = "Abubo" || p4name = "Abubo"
trigger75= p2name = "JOHANN" || p4name = "JOHANN"
trigger76= p2name = "Shinnosuke Kagami" || p4name = "Shinnosuke Kagami"
trigger77= p2name = "Kouryu" || p4name = "Kouryu"
trigger78= p2name = "SISSY" || p4name = "SISSY"
trigger79= p2name = "Otane" || p4name = "Otane"
trigger80= p2name = "Oume" || p4name = "Oume"
trigger81= p2name = "Son Gokuu" || p4name = "Son Gokuu"
trigger82= p2name = "Felden" || p4name = "Feldenkrais"
trigger83= p2name = "FeldenKrais" || p4name = "FeldenKrais"
trigger84= p2name = "Felden Kryz" || p4name = "Felden Kryz"
trigger85= p2name = "Fernandes" || p4name = "Fernandes"
trigger86= p2name = "Rugal" || p4name = "Rugal"
trigger87= p2name = "Rugal Bernstein" || p4name = "Rugal Bernstein"
trigger88= p2name = "Omega Rugal" || p4name = "Omega Rugal"
trigger89= p2name = "o-rugal" || p4name = "o-rugal"
trigger90= p2name = "Goenitz" || p4name = "Goenitz"
trigger91= p2name = "yamazaki" || p4name = "yamazaki"
trigger92= p2name = "Ryuji Yamazaki" || p4name = "Ryuji Yamazaki"
trigger93= p2name = "Violent Yamazaki" || p4name = "Violent Yamazaki"
trigger94= p2name = "Chonshu" || p4name = "Chonshu"
trigger95= p2name = "Jin Chonshu" || p4name = "Jin Chonshu"
trigger96= p2name = "Chonrei" || p4name = "Chonrei"
trigger97= p2name = "Jin Chonrei" || p4name = "Jin Chonrei"
trigger98= p2name = "Orochi" || p4name = "Orochi"
trigger99= p2name = "yashiro" || p4name = "yashiro"
trigger100= p2name = "Yashiro Nanakase" || p4name = "Yashiro Nanakase"
trigger101= p2name = "orochiyashiro" || p4name = "orochiyashiro"
trigger102= p2name = "Shermie" || p4name = "Shermie"
trigger103= p2name = "orochiShermie" || p4name = "orochiShermie"
trigger104= p2name = "chris" || p4name = "chris"
trigger105= p2name = "orochichris" || p4name = "orochichris"
trigger106= p2name = "Orochi Leona" || p4name = "Orochi Iori"
trigger107= p2name = "Orochi Leona" || p4name = "Orochi Leona"
trigger108= p2name = "Chizuru" || p4name = "Chizuru"
trigger109= p2name = "Chizuru Kagura" || p4name = "Chizuru Kagura"
trigger110= p2name = "Chizuru&Maki" || p4name = "Chizuru&Maki"
trigger111= p2name = "Krizalid" || p4name = "Krizalid"
trigger112= p2name = "kyo" || p4name = "kyo"
trigger113= p2name = "kyo kusanagi" || p4name = "kyo kusanagi"
trigger114= p2name = "iori" || p4name = "iori"
trigger115= p2name = "iori yagami" || p4name = "iori yagami"
trigger116= p2name = "KUSANAGI" || p4name = "KUSANAGI"
trigger117= p2name = "zero" || p4name = "zero"
trigger118= p2name = "OriginalZero" || p4name = "OriginalZero"
trigger119= p2name = "Kula" || p4name = "Kula"
trigger120= p2name = "Kula Diamond" || p4name = "Kula Diamond"
trigger121= p2name = "god yuri" || p4name = "god yuri"
trigger122= p2name = "igniz" || p4name = "igniz"
trigger123= p2name = "cvsg_rugal" || p4name = "cvsg_rugal"
trigger124= p2name = "Y'" || p4name = "Y'"
trigger125= p2name = "Adel" || p4name = "Adel"
trigger126= p2name = "adelheid" || p4name = "adelheid"
trigger127= p2name = "O-Adel" || p4name = "O-Adel"
trigger128= p2name = "Mukai" || p4name = "Mukai"
trigger129= p2name = "Long" || p4name = "Long"
trigger130= p2name = "Shion" || p4name = "Shion"
trigger131= p2name = "Magaki" || p4name = "Magaki"
trigger132= p2name = "Carlos" || p4name = "Carlos"
trigger133= p2name = "Dee" || p4name = "Dee"
trigger134= p2name = "Testament" || p4name = "Testament"
trigger135= p2name = "Justice" || p4name = "Justice"
trigger136= p2name = "Dizzy" || p4name = "Dizzy"
trigger137= p2name = "I-no" || p4name = "I-no"
trigger138= p2name = "order-Sol=Badguy" || p4name = "order-Sol=Badguy"
trigger139= p2name = "Leopaldon" || p4name = "Leopaldon"
trigger140= p2name = "JUDGMENT" || p4name = "JUDGMENT"
trigger141= p2name = "Yumeji" || p4name = "Yumeji"
trigger142= p2name = "Sankuro" || p4name = "Sankuro"
trigger143= p2name = "Mildred_Avallone" || p4name = "Mildred_Avallone"
trigger144= p2name = "Angelia Avallone" || p4name = "Angelia Avallone"
trigger145= p2name = "gonzales" || p4name = "gonzales"
trigger146= p2name = "Azteca" || p4name = "Azteca"
trigger147= p2name = "General" || p4name = "General"
trigger148= p2name = "Rockman zero" || p4name = "Rockman zero"
trigger149= p2name = "Rockmanzero" || p4name = "Rockmanzero"
trigger150= p2name = "Mars People" || p4name = "Mars People"
trigger151= p2name = "MarsPeople" || p4name = "MarsPeople"
trigger152= p2name = "Demitri" || p4name = "Demitri"
trigger153= p2name = "Demitri Maximoff" || p4name = "Demitri Maximoff"
trigger154= p2name = "svcathena" || p4name = "svcathena"
trigger155= p2name = "Red Arremer" || p4name = "Red Arremer"
trigger156= p2name = "svckarate" || p4name = "svckarate"
trigger157= p2name = "Mizuchi" || p4name = "Mizuchi"
trigger158= p2name = "Rugal.B" || p4name = "Rugal.B"
trigger159= p2name = "Rugal2k2" || p4name = "Rugal2k2"
trigger160= p2name = "omega rugal98" || p4name = "omega rugal98"
trigger161= p2name = "Rugal_TLE" || p4name = "Rugal_TLE"
trigger162= p2name = "Silver" || p4name = "Silver"
trigger163= p2name = "Gai Tendo" || p4name = "Gai Tendo"
trigger164= p2name = "Syo Hayate" || p4name = "Syo Hayate"
trigger165= p2name = "Final Sigma W" || p4name = "Final Sigma W"
trigger166= p2name = "Sigma" || p4name = "Sigma"
trigger167= (p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname != "Sigmund=E=Wily + Anubis Black"
trigger168= p2name = "Vile" || p4name = "Vile"
trigger169= p2name = "iX" || p4name = "iX"
trigger170= p2name = "heart-armardi" || p4name = "heart-armardi"
trigger171 = p2name = "colonel_X4" || p4name = "colonel_X4"
trigger172 = p2name = "iris_X4" || p4name = "iris_X4"
trigger173 = p2name = "Infinity Sigma" || p4name = "Infinity Sigma"
trigger174 = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black")
trigger175 = (p2name = "Rainy Turtloid Lvl. 96 Update 7.21.2019" || p4name = "Rainy Turtloid Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger176 = (p2name = "Magma Dragoon" || p4name = "Magma Dragoon")&& enemy,authorname = "ArcadeDemo"
trigger177 = (p2name = "Ground Scaravich" || p4name = "Ground Scaravich")&& enemy,authorname = "ArcadeDemo"
trigger178 = (p2name = "MetalSharkPlayer" || p4name = "MetalSharkPlayer")&& enemy,authorname = "ArcadeDemo"
trigger179 = (p2name = "CrescentGrizzly" || p4name = "CrescentGrizzly")&& enemy,authorname = "ArcadeDemo"
trigger180 = (p2name = "mattrex" || p4name = "mattrex")&& enemy,authorname = "ArcadeDemo"
trigger181 = (p2name = "skiver" || p4name = "skiver")&& enemy,authorname = "MugenDemo"
trigger182 = (p2name = "Dynamo" || p4name = "Dynamo")&& enemy,authorname = "D.Mugen & V.X"
trigger183 = (p2name = "spike rosered" || p4name = "spike rosered")
trigger184 = (p2name = "Dark Necrobat Lvl. 96 Update 7.21.2019" || p4name = "Dark Necrobat Lvl. 96 Update 7.21.2019")&& enemy,authorname = "ArcadeDemo"
trigger185 = (p2name = "HIGHMAX" || p4name = "HIGHMAX")&& enemy,authorname = "taihei//RedLine"
trigger186 = (p2name = "X4 Slash Beast" || p4name = "X4 Slash Beast")&& enemy,authorname = "ArcadeDemo"
trigger187 = (p2name = "Split Mushroom" || p4name = "Split Mushroom")&& enemy,authorname = "ArcadeDemo"
trigger188 = (p2name = "Frost Walrus 7.17.2019 (A.I.) Update" || p4name = "Frost Walrus 7.17.2019 (A.I.) Update")&& enemy,authorname = "ArcadeDemo"
trigger189 = (p2name = "Web Spider" || p4name = "Web Spider")&& enemy,authorname = "ArcadeDemo"
trigger190 = (p2name = "Elecman URM Prototype v3" || p4name = "Magma Dragoon")&& enemy,authorname = "Shircan"
trigger191 = (p2name = "Fireman URM Shircan" || p4name = "Fireman URM Shircan")&& enemy,authorname = "Shircan"
trigger192 = (p2name = "Iceman URM Prototype" || p4name = "Iceman URM Prototype")&& enemy,authorname = "Shircan"
trigger193 = (p2name = "X5 Shadow Devil" || p4name = "X5 Shadow Devil")&& enemy,authorname = "ArcadeDemo"
trigger194 = p2name = "Vile MMHX" || p4name = "Vile MMHX"
trigger195 = (p2name = "Commander Yammark Extreme Mode" || p4name = "Commander Yammark Extreme Mode")&& enemy,authorname = "Shircan"
trigger196 = p2name = "Magma Dragoon" || p4name = "Magma Dragoon"
trigger197 = p2name = "MEGA MAN/ROCK MAN X6 GATE" || p4name = "MEGA MAN/ROCK MAN X6 GATE"
trigger198 = (p2name = "Double" || p4name = "Double")&& enemy,authorname = "D.Mugen"
trigger199 = (p2name = "PSsigmaX1" || p4name = "PSsigmaX1")&& enemy,authorname = "Exclamation_Question"
trigger200 = (p2name = "Zero Awakening" || p4name = "Zero Awakening")&& enemy,authorname = "D.Mugen"
trigger201 = (p2name = "Zero (Normal) Boss" || p4name = "Zero (Normal) Boss")&& enemy,authorname = "D.Mugen"
trigger202 = (p2name = "Zero Nightmare" || p4name = "Zero Nightmare")&& enemy,authorname = "zen"
trigger203 = (p2name = "VAVA MK2" || p4name = "VAVA MK2")&& enemy,authorname = "Reploids Labo"
trigger204 = (p2name = "Awakened Zero" || p4name = "Awakened Zero")&& enemy,authorname = "Tomislav Lukic"
trigger205 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")&& enemy,authorname = "Dr.Doppler"
trigger206 = (p2name = "Mac" || p4name = "Mac")&& enemy,authorname = "Dr.Doppler"
trigger207 = enemy,name = "Zero_X2" && enemy,var(59) > 0
trigger208 = enemy,name = "UltimateArmorSFC" && enemy,var(59) > 0
trigger209 = enemy,name = "TrueUltimateArmor" && enemy,var(59) > 0
trigger210 = enemy,name = "Command Mission X" && enemy,var(59) > 0
trigger211 = enemy,name = "Maverick Hunter Zero" && enemy,var(59) > 0
trigger212 = enemy,name = "Vile MK2 (SNES)"
trigger213 = enemy,name = "GRAVITY ANTONIUM"
trigger214 = enemy,name = "Vile MK5 + Ride Amor (MX8 Demake)"
trigger215 = enemy,name = "Vile MK2 (SNES)"
trigger216 = enemy,name = "Magma Dragoon (SNES Boss)"
trigger217 = enemy,name = "Ereg-1000"
trigger218 = enemy,name = "Copy Sigma"
trigger219 = enemy,name = "Acid Seahorse"
trigger222 = enemy,name = "Icy Penguigo"
trigger223 = enemy,name = "Sting Chameleao"
trigger224 = enemy,name = "Metamol Mothmeanos"
trigger225 = enemy,name = "Spark Mandriller"
value = 10196

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 1
id = 4000
name = "READY"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4000
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

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

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

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

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

[State 190, 0]
type = VarSet
trigger1 = 1
var(22) = 0

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

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

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

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

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

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

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

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

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

[State a]
type = Explod
trigger1 = anim = 191
trigger1 = animelem = 4
anim = 197
id = 188
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
removetime = -2
pausemovetime = 999999

[State a]
type = Explod
trigger1 = anim = 191
trigger1 = animelem = 8
anim = 198
id = 188
sprpriority = 0
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
removetime = -2
pausemovetime = 999999


[State a]
type = Explod
trigger1 = anim = 191
trigger1 = animelem = 8
anim = 196
id = 188
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
under = 0
trans = addalpha
alpha = 225,200
ownpal = 1
removetime = -2
pausemovetime = 999999


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

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

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

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

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

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

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

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

[State -2, Helper]
type = Helper
triggerall = var(30) = 3
triggerall = Alive
triggerall = Life > 0
triggerall = NumHelper(99999) = 0
trigger1 = Anim = 191
trigger1 = AnimElem = 16
helpertype = normal
name = "Aura Shadow"
pausemovetime = 1000000000
supermovetime = 1000000000
id = 99999
pos = 0,0
postype = p1
stateno = 99999
keyctrl = 0
ownpal = 1


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state 302, Ice]
type = Helper
trigger1 = time = 66
id = 1321
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 1321
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1


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

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

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

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

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

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

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

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

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

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 0
id = 4000
name = "WARNING"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4000
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


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

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

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

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

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

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

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

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

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

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

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

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

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 0
id = 4050
name = "WARNING"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4050
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 191, 3]
type = ChangeState
trigger1 = anim = 0 && time >= 60
trigger1 = enemy,stateno != [190,199]
value = 0


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

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

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

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

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 0
id = 4000
name = "WARNING"
sprpriority = 5
pos = 0,0
postype = left
stateno = 4000
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

;---------------------[�w���p�[]

[state a]
type = Helper
trigger1 = time = 12
trigger2 = time = 65
trigger3 = time = 118
trigger4 = time = 208
id = 11101
name = "Hadouken"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 11101
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 10
id = 4020
name = "READY"
sprpriority = 5
pos = 400,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 15
id = 4021
name = "READY"
sprpriority = 5
pos = 450,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 20
id = 4022
name = "READY"
sprpriority = 5
pos = 500,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 25
id = 4023
name = "READY"
sprpriority = 5
pos = 550,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 30
id = 4024
name = "READY"
sprpriority = 5
pos = 600,0
postype = p1
stateno = 4020
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

;---------------------[�w���p�[]
[state a];
type = Helper
trigger1 = ishelper(4020)
trigger1 = parent,var(2) = 1
id = 4020
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4021)
trigger1 = parent,var(2) = 1
id = 4021
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4022)
trigger1 = parent,var(2) = 1
id = 4022
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4023)
trigger1 = parent,var(2) = 1
id = 4023
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];
type = Helper
trigger1 = ishelper(4024)
trigger1 = parent,var(2) = 1
id = 4024
name = "READY"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 4021
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


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

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

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

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

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

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

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

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

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

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

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

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

;---------------------[����]


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;---------------------[�G�t�F�N�g]


;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 40
id = 4060
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 60
id = 4061
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 80
id = 4062
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 100
id = 4063
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 120
id = 4064
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 140
id = 4065
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 160
id = 4066
name = "WARNING"
sprpriority = 5
pos = 200,0
postype = p1
stateno = 4060
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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







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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 0
trigger1 = var(8) = 19
id = 500
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 1
trigger1 = var(11) < 2
trigger1 = var(8) = 19
id = 500+(var(58)*10000)
name = "X Buster"
sprpriority = 5
pos = 26 + 2,-31
postype = p1
stateno = 500+(var(58)*10000)
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 1
trigger1 = var(8) = 19
id = 501
name = "ChargeD Shot"
sprpriority = 5
pos = 39 + 2,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

[state a]
type = Helper
triggerall = var(58) = 0
trigger1 = var(11) = 2
trigger1 = var(8) = 19
id = 502
name = "Fully Charged Shot"
sprpriority = 5
pos = 39 + 2, -31
postype = p1
stateno = 502
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1
;---------------------------------------------------------------------------
[Statedef 1321]
type = A
ctrl = 0
anim = 9890 + random%4
velset = 0,0
movetype = I
physics = N
sprpriority = 10

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
[Statedef 204]
type = S
ctrl = 0
anim = 200
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a];�U��
type = Helper
trigger1 = time = 0
id = 500
name = "X Buster"
sprpriority = 5
pos = 26,-31
postype = p1
stateno = 500
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

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

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


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

[state a];�U��
type = Helper
trigger1 = time = 0
id = 501
name = "X Buster"
sprpriority = 5
pos = 39,-30
postype = p1
stateno = 501
helpertype = normal
pausemovetime = 999999
keyctrl = 0
ownpal = 1

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

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

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

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

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

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

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

[State 7226, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
ID = 502
stateno = 502
pos = 22,-21
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = 1
size.yscale = 1


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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; ノーマルフロスト
[Statedef 210]
ctrl = 0
anim = 401
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)=0,-(powermax/16),0)

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

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

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

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

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

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
id = 20500
name = "Plasma Charge Shot"
sprpriority = 5
pos = -4, -35
postype = p1
stateno = 20500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

;---------------------------------------------------------------------------
; ノーマルライジング
[Statedef 211]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)=0,-(powermax/16),0)

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

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

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

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

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

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

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,2


;---------------------[攻撃]


[State 211];攻撁E
type = Helper
trigger1 = animelem = 2
id = 40500
name = "Gennmu Zero"
sprpriority = 5
pos = ifelse(anim=402,12,-8),ifelse(anim=402,-57,-57)
postype = p1
stateno = 40500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



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

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


;---------------------------------------------------------------------------
; ノーマルサイクロン
[Statedef 212]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)=0,-(powermax/48),0)

[State 211]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 400

[State 211]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 400

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

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

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

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

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


;---------------------[攻撃]


[State 211];攻撁E
type = Helper
trigger1 = animelem = 4
id = 70500
name = "Gennmu Zero"
sprpriority = 5
pos = 17,-29
postype = p1
stateno = 70500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelem = 4
id = 70501
name = "Gennmu Zero"
sprpriority = 5
pos = -24,-30
postype = p1
stateno = 70500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



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

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

;---------------------------------------------------------------------------
; チャージフロスト
[Statedef 220]
ctrl = 0
anim = 401
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/4),0)

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

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

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

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

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

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
id = 21500
name = "Plasma Charge Shot"
sprpriority = 5
pos = -4, -35
postype = p1
stateno = 21500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

;---------------------------------------------------------------------------
; チャージソウル
[Statedef 221]
ctrl = 0
anim = 401
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/4),0)

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

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

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

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

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

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time >= 17
trigger1 = time%4 = 0
id = 31500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 17, -22
postype = p1
stateno = 31500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

;---------------------------------------------------------------------------
; チャージライジング
[Statedef 222]
ctrl = 0
anim = 404
poweradd = 0
velset = 0,0
movetype = A
physics = S
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/4),0)

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

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

;---------------------[変数]
[State 1630]
type = varset
trigger1 = 1
v = 8
value = 0

[State 1630]
type = varset
trigger1 = 1
v = 9
value = 0

;---------------------[効果音]
[State 1630]
type = PlaySnd
trigger1 = animelem = 3
value = 613,1

[State 1630]
type = statetypeset
trigger1 = animelem = 5
statetype = A

[State 1630]
type = velset
trigger1 = time = 13
x = 16
y = -8

[State 1630]
type = velmul
trigger1 = 1
x = 0.925
y = 0.925

[State 1630]
type = velset
trigger1 = animelem = 6
y = 0

[State 1630]
type = Explod
trigger1 = fvar(36) < 1
trigger1 = animelem = 3
anim = 41501
id = 100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 215,200
ownpal = 1

[State 1630]
type = Explod
trigger1 = fvar(36) < 1
trigger1 = animelem = 5
anim = 41500
id = 100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 215,200
ownpal = 1
removetime = -1
;---------------------[ヘルパ��E]
[State 1630];攻撁E
type = Helper
trigger1 = fvar(36) < 1
trigger1 = time = 47
id = 41500
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 41500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_X4"
trigger6 = enemy,name = "Commander Yammark Extreme Mode"
trigger7 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[攻撃]
[State 1630, 2]
type = HitDef
triggerall = fvar(36) < 1
trigger1 = animelem = 3
trigger2 = moveguarded = 3
attr = S, HA
animtype  = hard
damage    = ifelse(var(26) = 1, 188,62)*(1+((var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = MA
pausetime = 0,6
sparkno = s560 + random%4
sparkxy = -30,-20
hitsound   = s250,8
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5,-8
air.velocity = -2,-3
yaccel = 0.47
fall = 1
air.fall = 1
fall.recover = 0
ID = 1000
nochainID = 9999
palfx.time =10
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 255,125,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[スチE�Eト移行]
[State 1630, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 111
;---------------------------------------------------------------------------
; チャージサイクロン
[Statedef 223]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/4),0)

[State 211]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 400

[State 211]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 400

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

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

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

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

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

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 200,2


;---------------------[攻撃]


[State a]
type = Explod
trigger1 = animelem = 3
anim = 71502
id = 400
sprpriority = 5
postype = p1
pos = 19,-29
bindtime = -1
removetime = 36
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 71502
id = 400
sprpriority = -5
postype = p1
pos = -25,-29
bindtime = -1
removetime = 36
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 71500
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 71500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 71501
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-29
postype = p1
stateno = 71500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 4
trigger2 = animelemtime(4) = 8
trigger3 = animelemtime(4) = 12
trigger4 = animelemtime(4) = 16
trigger5 = animelemtime(4) = 20
id = 71502
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 71500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 4
trigger2 = animelemtime(4) = 8
trigger3 = animelemtime(4) = 12
trigger4 = animelemtime(4) = 16
trigger5 = animelemtime(4) = 20
id = 71503
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-29
postype = p1
stateno = 71500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



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

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

;---------------------------------------------------------------------------
; ノーマルサイクロン
[Statedef 230]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
;poweradd = ifelse(var(30)=0,-(powermax/8),0)


[state 45501]
type = poweradd
trigger1 = prevstateno != 233
trigger1 = time = 0
value = ifelse(var(30)=0,-(powermax/8),0)


[State 12500, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 12500, Gravity]
type = posset
trigger1 = pos y >= 0
y = 0

[State 211]
type = changeanim
Trigger1 = pos y >= 0
value = 405

[State 211]
type = posset
Trigger1 = pos y >= 0
trigger2 = anim = 405
y = 0

[State 211]
type = changeanim
Trigger1 = pos y < 0
value = 406

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

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

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


;---------------------[効果音]

;---------------------[攻撃]


[State 211];攻撁E
type = Helper
trigger1 = prevstateno != 233
trigger1 = time = 0
id = 32500
name = "Gennmu Zero"
sprpriority = 5
pos = 17,-29
postype = p1
stateno = 32500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = numhelper(32500) = 0
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = numhelper(32500) = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; ノーマルサイクロン
[Statedef 233]
ctrl = 0
velset = 0,0
anim = 406
movetype = A
physics = N
sprpriority = 1
poweradd = ifelse(var(30)=0,-(powermax/8),0)

[State 12500, Gravity]
type = Gravity
trigger1 = 1

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

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

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

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


;---------------------[効果音]

;---------------------[攻撃]


[State 211];攻撁E
type = Helper
trigger1 = time = 0
id = 32500
name = "Gennmu Zero"
sprpriority = 5
pos = 17,-29
postype = p1
stateno = 32500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 230

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = numhelper(32500) = 0
value = 111
ctrl = 1

;---------------------------------------------------------------------------
; ノーマルウィング
[Statedef 231]
ctrl = 0
velset = 0,0
movetype = I
physics = N
anim = 404
sprpriority = 1
poweradd = ifelse(var(30)=0,-(powermax/24),0)

[State 1630]
type = statetypeset
trigger1 = animelem = 5
statetype = A

[state a]
type = VelSet
trigger1 = animelem = 5
x = .03
y = -.6

[state a]
type = Velmul
trigger1 = time >= 15
trigger1 = vel Y < 0
x = .9
y = .9

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

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

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

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

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


;---------------------[攻撃]


[State 211];攻撁E
type = Helper
trigger1 = animelem = 5
id = 52500
name = "Gennmu Zero"
sprpriority = 5
pos = 0,-30
postype = p1
stateno = 52500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]

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

;---------------------------------------------------------------------------
; ノーマルダークホールド
[Statedef 232]
ctrl = 0
anim = 401
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)=0,-(powermax/4),0)

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

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

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

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

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,1
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 616,10

;---------------------[攻撃]

[state a]
type = varset
trigger1 = animelem = 3
v = 24
value = 180

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

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


;---------------------------------------------------------------------------
; チャージクレッセント
[Statedef 240]
ctrl = 0
anim = 401
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/8),0)

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

[state a]
type = varset
trigger1 = animelem=3
v = 33
value = 480

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

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

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

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

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
trigger1 = numhelper(13500)<1
id = 13500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 17, -22
postype = p1
stateno = 13500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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


;---------------------------------------------------------------------------
; チャージサンダー
[Statedef 241]
ctrl = 0
anim = 401
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/8),0)

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


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

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

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

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

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
id = 23500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 17, -22
postype = p1
stateno = 23500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 3
id = 23501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 17, -22
postype = p1
stateno = 23501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

;---------------------------------------------------------------------------
; チャージジェル
[Statedef 242]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/8),0)

[State 211]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 400

[State 211]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 400

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

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

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

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

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

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 200,2


;---------------------[攻撃]


[State a]
type = Explod
trigger1 = animelem = 3
anim = 43502
id = 400
sprpriority = 5
postype = p1
pos = 19,-29
bindtime = -1
removetime = -2
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 43502
id = 400
sprpriority = -5
postype = p1
pos = -25,-29
bindtime = -1
removetime = -2
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 43500
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 43500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 43501
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-29
postype = p1
stateno = 43500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 43502
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 43500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 43503
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-29
postype = p1
stateno = 43500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 43504
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 43500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 43505
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-29
postype = p1
stateno = 43500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 43506
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 43500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
id = 43507
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-29
postype = p1
stateno = 43500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


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

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


;---------------------------------------------------------------------------
; チャージウィング
[Statedef 243]
ctrl = 0
velset = 0,0
movetype = I
physics = N
anim = 404
sprpriority = 1
poweradd = ifelse(var(30)=0,-(powermax/8),0)

[State 1630]
type = statetypeset
trigger1 = animelem = 5
statetype = A

[state a]
type = VelSet
trigger1 = animelem = 5
x = .03
y = -.6

[state a]
type = Velmul
trigger1 = time >= 15
trigger1 = vel Y < 0
x = .9
y = .9

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

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

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

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

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


;---------------------[攻撃]


[State 211];攻撁E
type = Helper
trigger1 = animelem = 5
id = 53500
name = "Gennmu Zero"
sprpriority = 5
pos = 0,-30
postype = p1
stateno = 53500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]

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

;---------------------------------------------------------------------------
; ノーマルダークホールド
[Statedef 244]
ctrl = 0
anim = 401
velset = 0,0
movetype = I
physics = N
sprpriority = 1

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

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

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

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

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,1
[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 616,10

;---------------------[攻撃]

[state a]
type = varset
trigger1 = animelem = 3
v = 25
value = 1

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

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

;---------------------------------------------------------------------------
; チャージグランドファイア
[Statedef 245]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/8),0)

[State 211]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 400

[State 211]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 400

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

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

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

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

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

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 200,2


;---------------------[攻撃]


[State a]
type = Explod
trigger1 = animelem = 3
anim = 82500
id = 400
sprpriority = 5
postype = p1
pos = 19,-26
bindtime = -1
removetime = 36
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 82500
id = 400
sprpriority = -5
postype = p1
pos = -25,-26
bindtime = -1
removetime = 36
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 4
trigger3 = animelemtime(4) = 8
trigger4 = animelemtime(4) = 12
trigger5 = animelemtime(4) = 16
trigger6 = animelemtime(4) = 20
id = 83500
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 83500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 4
trigger3 = animelemtime(4) = 8
trigger4 = animelemtime(4) = 12
trigger5 = animelemtime(4) = 16
trigger6 = animelemtime(4) = 20
id = 83501
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-29
postype = p1
stateno = 83500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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

;---------------------------------------------------------------------------
; 硬直ありチャージ
[Statedef 250]
ctrl = 0
anim = 407
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/4),0)

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

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

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

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

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 2000,1

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 15500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 15500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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


;---------------------------------------------------------------------------
;エレクトリックスパーク
[Statedef 251]
ctrl = 0
anim = 400
poweradd = ifelse(var(30) = 2,0,-(powermax/6))
velset = 0,0
movetype = A
physics = N
sprpriority = 1

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1440, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
;---------------------[�ϐ�]
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

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

[state a]
type = varset
trigger1 = 1
v = 11
value = 0

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

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 621,20

[State a]
type = PlaySnd
trigger1 = animelem = 3
value = 621,21

;---------------------[�G�t�F�N�g]
[state a]
type = removeexplod
trigger1 = time = 0
id = 100

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

[State a]
type = Explod
trigger1 = animelem = 3
anim = 24500
id = 24500
sprpriority = 5
postype = p1
pos = 20,-25
bindtime = -1
removetime = 36
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 24500
id = 24500
sprpriority = -5
postype = p1
pos = -25,-25
bindtime = -1
removetime = 36
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 24500
id = 24500
sprpriority = 5
postype = p1
pos = 20,-25
vel = 0,-4
bindtime = 1
removetime = 16
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 24500
id = 24500
sprpriority = 5
postype = p1
pos = 20,-25
vel = 0,4
bindtime = 1
removetime = 16
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 24500
id = 24500
sprpriority = -5
postype = p1
pos = -25,-25
vel = 0,-4
bindtime = 1
removetime = 16
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = Explod
trigger1 = animelem = 3
anim = 24500
id = 24500
sprpriority = -5
postype = p1
pos = -25,-25
vel = 0,4
bindtime = 1
removetime = 16
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1


;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 25500
name = "Gennmu Zero"
sprpriority = 5
pos = 20,-32
postype = p1
stateno = 25500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = animelem = 3
id = 25501
name = "Gennmu Zero"
sprpriority = 5
pos = -25,-32
postype = p1
stateno = 25500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

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

;---------------------------------------------------------------------------
; Ｃラッシングバーナー
[Statedef 252]
ctrl = 0
anim = 60
velset = 0,0
movetype = A
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/8),0)

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

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

[State 1620]
type = velset
trigger1 = animelemtime(2) = 1
x = 8

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

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

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

[State 1620]
type = varset
trigger1 = 1
v = 20
value = 0

;---------------------[効果音]

[State a]
type = PlaySnd
triggerall = fvar(36) = 0
trigger1 = time = 3
value = 612,20
channel = 2
[State a]
type = PlaySnd
trigger1 = time = 3
value = 612,21
channel = 2


;---------------------[攻撃]

[State a]
type = Explod
triggerall = fvar(36) = 0
trigger1 = animelem = 2
anim = 35500
id = 100
sprpriority = 4
postype = p1
pos = 30,-12
bindtime = -1
removetime = -1
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1


[state a];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_X4"
trigger6 = enemy,name = "Commander Yammark Extreme Mode"
trigger7 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
triggerall = fvar(36) = 0
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage = ifelse(var(26) = 1, 188,31)*(1+((var(30)=3)*0.5))*(1+(var(28))*0.25), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = time = 43
value = 101
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = time = 43
value = 111
ctrl = 1
;---------------------------------------------------------------------------
; チャージアンカー
[Statedef 253]
ctrl = 0
velset = 0,0
movetype = I
physics = N
anim = 401
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/12),0)


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

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

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

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

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

;---------------------[攻撃]



[State 211];攻撁E
type = Helper
trigger1 = animelem = 3
id = 65500
name = "Gennmu Zero"
sprpriority = 5
pos = 19,-29
postype = p1
stateno = 65500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


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

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

;---------------------------------------------------------------------------
; チャージサイクロン
[Statedef 254]
ctrl = 0
velset = 0,0
movetype = I
physics = N
anim = 401
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/12),0)


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

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

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

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

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

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

;---------------------[攻撃]

[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 75500
name = "Gennmu Zero"
sprpriority = 5
pos = -70,0
postype = p1
stateno = 75500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 75500
name = "Gennmu Zero"
sprpriority = 5
pos = -35,0
postype = p1
stateno = 75500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 75500
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 75500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 75500
name = "Gennmu Zero"
sprpriority = 5
pos = 35,0
postype = p1
stateno = 75500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 211];攻撁E
type = Helper
trigger1 = time = 25
id = 75500
name = "Gennmu Zero"
sprpriority = 5
pos = 70,0
postype = p1
stateno = 75500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


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

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


;---------------------------------------------------------------------------
; 硬直ありチャージ
[Statedef 255]
ctrl = 0
anim = 407
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = ifelse(var(30)<3,-(powermax/4),0)

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

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

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

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

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = animelem = 4
value = 2000,2

;---------------------[攻撃]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 85500
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, -79
postype = p1
stateno = 85500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

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



;---------------------------------------------------------------------------
; �`���[�W�z�[�~���O
[Statedef 1500]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = Helper
trigger1 = time = 1
id = 11500
name = "Fully Charged Shot"
sprpriority = 5
pos = 22,-31
postype = p1
stateno = 11500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]


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

;===========================================================================
;ライトニングウェブ
;===========================================================================
[Statedef 11500]
type = A
ctrl = 0
anim = 11500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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


[State 72500, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 10
y = 0

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

[State 72500, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, HA
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]


;---------------------[]
[State 72501]
type = changestate
trigger1 = time = 15
value = 11501

;===========================================================================
;サークルブレイズ球体
;===========================================================================
[Statedef 11501]
type = A
ctrl = 0
anim = 11501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State a]
type = PlaySnd
trigger1 = time%8= 0
value = 610,0
channel = 2


[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

;---------------------[当身関係]
[state 72501]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[攻撃]

[State 72500, 2]
type = HitDef
trigger1 = GameTime % 2 = 0
attr = A, HA
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 73
id = 11502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 11502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 73
id = 11503
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 11502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 73
id = 11504
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 11502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 73
id = 11505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 11502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 73
id = 11506
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 11502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 73
id = 11507
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 11502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 73
id = 11508
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 11502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 73
id = 11509
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 11502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[State 72501]
type = destroyself
trigger1 = animtime = 0
;===========================================================================
;サークルブレイズ球体
;===========================================================================
[Statedef 11502]
type = A
ctrl = 0
anim = 11502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[state a]
type = velset
triggerall = ishelper(11502)
trigger1 = time = 0
trigger2 = time = 140
y = -3.6

[state a]
type = velset
triggerall = ishelper(11503)
trigger1 = time = 0
trigger2 = time = 140
x = 2.52
y = -2.52

[state a]
type = velset
triggerall = ishelper(11504)
trigger1 = time = 0
trigger2 = time = 140
x = 3.6

[state a]
type = velset
triggerall = ishelper(11505)
trigger1 = time = 0
trigger2 = time = 140
x = 2.52
y = 2.52

[state a]
type = velset
triggerall = ishelper(11506)
trigger1 = time = 0
trigger2 = time = 140
y = 3.6

[state a]
type = velset
triggerall = ishelper(11507)
trigger1 = time = 0
trigger2 = time = 140
x = -2.52
y = 2.52

[state a]
type = velset
triggerall = ishelper(11508)
trigger1 = time = 0
trigger2 = time = 140
x = -3.6

[state a]
type = velset
triggerall = ishelper(11509)
trigger1 = time = 0
trigger2 = time = 140
x = -2.52
y = -2.52

[state a]
type = velset
trigger1 = animelem = 16
trigger2 = animelem = 155
x = 0
y = 0


[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

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

;---------------------[当身関係]
[state 72501]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[攻撃]

[State 72500, 2]
type = HitDef
trigger1 = GameTime % 2 = 0
attr = A, HA
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]
[State 72501]
type = destroyself
trigger1 = animtime = 0
;===========================================================================
;X5チャージクレッセント
;===========================================================================
[Statedef 13500]
movetype = A
physics  = N
sprpriority = 3
Anim     = 13500
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 4

[State 84501, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S610,11
volume = 255

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

[State 55500]
Type = BindToparent
Trigger1 = 1
Facing = 1
Pos = root,Const(Size.Mid.Pos.X),root,Const(Size.Mid.Pos.Y)+8

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Ground Scaravich"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショチE��
type = Helper
trigger1 = numhelper(13501) < 1
id = 13501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 13501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = numhelper(13502) < 1
id = 13502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 13502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = HitDef
trigger1 = time%6 = 0
attr = A, SA
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0


[State 55500]
type = DestroySelf
trigger1 = root,var(33) = 0

[Statedef 13501]
movetype = A
physics  = N
sprpriority = 3
Anim     = 13501
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 4

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


[State 55500]
Type = BindToparent
Trigger1 = 1
Facing = 1
Pos = root,Const(Size.Mid.Pos.X),root,Const(Size.Mid.Pos.Y)

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Ground Scaravich"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 55500]
type = HitDef
trigger1 = time%6 = 0
attr = A, SA
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = time % 4 = 0 && root,var(33) <= 120
trigger2 = time % 4 = 2 && root,var(33) <= 60
flag = Invisible

[State 55500]
type = DestroySelf
trigger1 = root,var(33) = 0
[Statedef 13502]
movetype = A
physics  = N
sprpriority = 3
Anim     = 13502
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 4

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


[State 55500]
Type = BindToparent
Trigger1 = 1
Facing = 1
Pos = root,Const(Size.Mid.Pos.X),root,Const(Size.Mid.Pos.Y)

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Ground Scaravich"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 55500]
type = HitDef
trigger1 = time%6 = 0
attr = A, SA
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = time % 4 = 0 && root,var(33) <= 120
trigger2 = time % 4 = 2 && root,var(33) <= 60
flag = Invisible

[State 55500]
type = DestroySelf
trigger1 = root,var(33) = 0
;---------------------------------------------------------------------------
;(HELPER)�E�G�E��E��E�N�E�g�E��E��E�b�E�N�E�X�E�p�E�[�E�N�E�E�E�U�E��E��E��E��E��E�
[Statedef 15500]
type = A
ctrl = 0
anim = 15500
movetype = A
physics = N
sprpriority = 10

[State a]
type = PlaySnd
trigger1 = time = 0
value = 610,21

;---------------------[�E��E��E�ʉ�]
[State a]
type = Posset
trigger1 = time = 0
y = 0

[State 15120, Trans]
type = Trans
trigger1 = 1
trans = add

[state a];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "mattrex"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "Double"
trigger4 = enemy,name = "Dynamo"
trigger5 = enemy,name = "Burnin' Noumander"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[�E�U�E��E�]
[State 210, 2]
type = HitDef
trigger1 = (Time % 4) = 0
attr = A, SP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s540 + random%4
sparkxy = -10,0
hitsound   = s400,6
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-6
air.velocity = 0,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = time = 120
value = 511


;---------------------------------------------------------------------------
; �`���[�W�J�����I���X�e�B���O
[Statedef 1510]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a]
type = Helper
trigger1 = time = 1
id = 21500
name = "Fully Charged Shot"
sprpriority = 5
pos = 28,-25
postype = p1
stateno = 21500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]


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

;===========================================================================
;(HELPER)ノ��Eマルモード特殊武器チャージ�E�攻撁E
;===========================================================================
[Statedef 21500]
type = A
ctrl = 0
anim = 21500
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[State 41500]
type = posset
trigger1 = 1
x = 0

[State 1530]
type = PlaySnd
trigger1 = time = 0
value = 611,1

;---------------------[ヘルパ��E]
[State 41500];攻撁E
type = Helper
trigger1 = time = 30
trigger2 = time = 90
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 41500];攻撁E
type = Helper
trigger1 = time = 60
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = 60,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 41500];攻撁E
type = Helper
trigger1 = time = 60
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = -60,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 41500];攻撁E
type = Helper
trigger1 = time = 90
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = 120,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 41500];攻撁E
type = Helper
trigger1 = time = 90
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = -120,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 41500];攻撁E
type = Helper
trigger1 = time = 120
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = 50,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 41500];攻撁E
type = Helper
trigger1 = time = 120
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = -50,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 41500];攻撁E
type = Helper
trigger1 = time = 120
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = 150,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 41500];攻撁E
type = Helper
trigger1 = time = 120
id = 21501
name = "Gennmu Zero"
sprpriority = 5
pos = -150,0
postype = p1
stateno = 21501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[]
[State 41500]
type = destroyself
trigger1 = time = 150


;===========================================================================
;(HELPER)ノ��Eマルモード特殊武器チャージ�E�攻撁E
;===========================================================================
[Statedef 21501]
type = A
ctrl = 0
anim = 21501
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[効果音]
[State 41501]
type = PlaySnd
trigger1 = animelem = 5
value = 620,1


;---------------------[速度]
[State 41501]
type = posset
trigger1 = time = 0
y = -180

[State 41501]
type = veladd
trigger1 = animelem = 9,>=0
y = 0.5

[state a];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[攻撃]
[State 41501, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,62)*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s551
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -6
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[State 41501]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= -52
value = 21502


;===========================================================================
;(HELPER)ノ��Eマルモード特殊武器チャージ�E�終亁E
;===========================================================================
[Statedef 21502]
type = A
ctrl = 0
anim = 21500
velset = 0,0
movetype = I
physics = N
sprpriority = 10

;---------------------[効果音]
[State 41502]
type = PlaySnd
trigger1 = time = 0
value = 620,2


;---------------------[速度]
[State 41502]
type = posset
trigger1 = time = 0
y = 0

;---------------------[ヘルパ��E]
[State 41502];攻撁E
type = Helper
trigger1 = time <= 4
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[]
[State 41502]
type = destroyself
trigger1 = time = 5


;---------------------------------------------------------------------------
;(HELPER)フロストタワー・氷破牁E
[Statedef 21510]
type = A
ctrl = 0
anim = 20502 + random%4
velset = 0,0
movetype = I
physics = N
sprpriority = 10


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

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

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 256 - var(1), 256

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

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

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

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

[state a]
type = angledraw
trigger1 = 1

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

;===========================================================================
;X5チャージトライサンダー
;===========================================================================
[Statedef 23500]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 10


[State 53500, 7]
type = VarRandom
trigger1 = 1
v = 12
range = -150,150

[State 53500]
type = posset
trigger1 = 1
x = 0

;---------------------[ヘルパー]

[State 53500];攻撃
type = Helper
triggerall = root,var(30) < 3
trigger1 = time%50 = 49
id = 23501
name = "Gennmu Zero"
sprpriority = 5
pos = var(12),0
postype = p1
stateno = 23501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 53500];攻撃
type = Helper
triggerall = root,var(30) = 3
trigger1 = time%25 = 24
id = 23501
name = "Gennmu Zero"
sprpriority = 5
pos = var(12),0
postype = p1
stateno = 23501
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[]
[State 53500]
type = destroyself
trigger1 = time = 350


;===========================================================================
;(HELPER)ノーマルモード特殊武器チャージ４攻撃
;===========================================================================
[Statedef 23501]
type = A
ctrl = 0
anim = 23500
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[効果音]
[State 53501]
type = PlaySnd
trigger1 = animelem = 5
value = 620,1


;---------------------[速度]
[State 53501]
type = posset
trigger1 = time = 0
y = -180

[State 53501]
type = veladd
trigger1 = 1
y = 16

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[攻撃]
[State 53501, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 125,62)*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s551
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -6
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

[State 53501]
type = PlaySnd
trigger1 = time = 0
value = 611, 10

[State 53501]
type = DestroySelf
trigger1 = Pos y > 60

;===============================================================================
; Hidden Green Spinners START
;(HELPER)�G���N�g���b�N�X�p�[�N�E�U������
[Statedef 25500]
type = A
ctrl = 0
anim = 9999;1160
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[]
[state a]
type = changeanim
trigger1 = time = 16
value = 25500

[state a]
type = turn
trigger1 = time = 0
trigger1 = ishelper(25501)

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
;---------------------[���ʉ�]
[State a]
type = PlaySnd
trigger1 = time = 0
value = 611,21

[State a]
type = PlaySnd
trigger1 = time = 16
value = 611,22

;---------------------[���x]
[state a]
type = velset
trigger1 = time = 16
x = 12

;---------------------[����]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,220

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

;---------------------[�U��]
[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,62)*(1+((root,var(30)=2)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,5
sparkno = s551
sparkxy = -10,0
hitsound   = s400,4
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =15
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 240
value = 511

;---------------------------------------------------------------------------
; �`���[�W���[�����O�V�[���h
[Statedef 1520]
type = U
ctrl = 0
anim = 400
velset = 0,0
movetype = A
physics = N
ctrl = 0
sprpriority = 1

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



[state a]
type = Helper
triggerall = numhelper(31500) < 1
trigger1 = animelem = 4
id = 31500
name = "Fully Charged Shot"
sprpriority = 5
pos = 28,-25
postype = p1
stateno = 31500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[�X�e�[�g�ڍs]

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

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


;---------------------------------------------------------------------------
;(HELPER)ハイパ��EXブラスター
[Statedef 31500]
type = A
ctrl = 0
anim = 31500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 777, 1]
type = PlaySnd
trigger1 = time = 0
value = 200,42

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

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

[State -2, 画像��E色]
type = PalFX
trigger1 = gametime%7 = 0
time = 6           ;画像��E色を変化させる時間（フレーム�E�E
add = (random%256),(random%256),(random%256)       ;画像��E色合い�E�赤,緁E青��E�E��E��E��E�E
mul = (random%256),(random%256),(random%256)
sinadd = (random%256),(random%256),(random%256),6  ;振幁E��,振幁E��E振幁E��,周朁E
IgnoreHitPause = 1

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = 15
y = (-4+(random%8))

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

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

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

;---------------------[ヘルパ��E]

[state a];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Ground Scaravich"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,62)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 150
trigger3 = Pos y > 60
value = 511

;===========================================================================
;X5チャージレーザー
;===========================================================================
[Statedef 33500]
movetype = A
physics  = N
sprpriority = 3
Anim     = 33500

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

[State 555005500]
type = parentvarset
trigger1 = 1
var(8) = 16

[State 777, 1]
type = PlaySnd
trigger1 = time = 0
value = 612,11


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

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

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "skiver"
trigger2 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger3 = enemy,name = "VAVA MK2"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 55500]
type = HitDef
trigger1 = time%10 = 1
attr = A, HP
damage = ifelse(root,var(26) = 1, 338,117)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 55500]
type = DestroySelf
trigger1 = time = 180
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010

;---------------------------------------------------------------------------
; �`���[�W�t�@�C�A�[�E�F�[�u
[Statedef 1530]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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


[state a]
type = Helper
trigger1 = time = 1
id = 41500
name = "Fully Charged Shot"
sprpriority = 5
pos = 28,-25
postype = p1
stateno = 431500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]


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


;===============================================================================
; Hidden Green Spinners START
[Statedef 41500]
type = A
ctrl = 0
anim = 41500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 43500]
type = PlaySnd
trigger1 = time = 1
value = 613,0

[state 43500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_X4"
trigger6 = enemy,name = "Commander Yammark Extreme Mode"
trigger7 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 43500]
type = HitDef
triggerall = fvar(36) < 1
trigger1 = time = 0
attr = A, HA
damage = ifelse(root,var(26) = 1, 281,94)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 43500]
type = Velset
trigger1 = 1
x = 0
y = -5

[State 43500]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20
trigger2 = Pos Y < -210


;---------------------------------------------------------------------------
;(HELPER)�t���X�g�^���[�E�U��
[Statedef 43500]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 43500
poweradd = 0
sprpriority = 3

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

[State a]
type = PlaySnd
triggerall = time = 0
trigger1 = ishelper(43500)
trigger2 = ishelper(43501)
value = 613,11
channel = 2

[State 12500, Gravity]
type = Gravity
trigger1 = 1

;---------------------[]
[state a]
type = turn
triggerall = time = 0
trigger1 = ishelper(43501)
trigger2 = ishelper(43503)
trigger3 = ishelper(43505)
trigger4 = ishelper(43507)

;---------------------[効果音]

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
y = -3.6
[state a]
type = velset
triggerall = time = 0
trigger1 = ishelper(43500)
trigger2 = ishelper(43501)
x = .6
[state a]
type = velset
triggerall = time = 0
trigger1 = ishelper(43502)
trigger2 = ishelper(43503)
x = 2.4
[state a]
type = velset
triggerall = time = 0
trigger1 = ishelper(43504)
trigger2 = ishelper(43505)
x = 4.2
[state a]
type = velset
triggerall = time = 0
trigger1 = ishelper(43506)
trigger2 = ishelper(43507)
x = 6
;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,220

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

[state a];攻撁E
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Elecman URM Prototype v3"
trigger3 = enemy,name = "Infinity Mijinion"
trigger4 = enemy,name = "colonel_X4"
trigger5 = enemy,name = "Vajurila_FF"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,62)*(1+((root,var(30)=3)*0.5)),0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s560 + random%4
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 240
value = 511

;===========================================================================
;Cスピニング球
;===========================================================================
[Statedef 45500]
type = A
ctrl = 0
anim = 45500
velset = 0,0
movetype = A
physics = N
sprpriority = 8


[State 34500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,1
volume = 255

[State 555005500]
type = parentvarset
trigger1 = 1
var(8) = 14

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33

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


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

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

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 622
Facing = 1
Pos = 21,-27


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 45501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 45501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 34500, ChangeState]
type = ChangeState
trigger1 = !numhelper(45501)
trigger1 = !numhelper(45502)
trigger1 = !numhelper(45503)
value = 511
ctrl = 0


;===========================================================================
;Cスピニング糸１
;===========================================================================
[Statedef 45501]
type = A
ctrl = 0
anim = 45501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 55500]
Type = BindToparent
Trigger1 = 1
Facing = 0
Pos = 0,0

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

;---------------------[速度]

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 45505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 45505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


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

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

;---------------------[攻撃]

[state a]
type = changestate
trigger1 = root,command = "up"
value = 45502

[state a]
type = changestate
trigger1 = root,command = "down"
value = 45503

[state a]
type = changestate
trigger1 = animtime = 0
value = 511


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;===========================================================================
;Cスピニング糸２
;===========================================================================
[Statedef 45502]
type = A
ctrl = 0
anim = 45502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 55500]
Type = BindToparent
Trigger1 = 1
Facing = 0
Pos = 0,0

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

;---------------------[速度]

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vile MMHX"
trigger2 = enemy,name = "VAVA MK2"
trigger3 = enemy,name = "Mac"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


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

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

;---------------------[攻撃]

[state a]
type = changestate
trigger1 = animtime = 0
value = 511


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;===========================================================================
;Cスピニング糸３
;===========================================================================
[Statedef 45503]
type = A
ctrl = 0
anim = 45503
velset = 0,0
movetype = A
physics = N
sprpriority = 5

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

[State 55500]
Type = BindToparent
Trigger1 = 1
Facing = 0
Pos = 0,0

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

;---------------------[速度]

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vile MMHX"
trigger2 = enemy,name = "VAVA MK2"
trigger3 = enemy,name = "Mac"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


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

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

;---------------------[攻撃]

[state a]
type = changestate
trigger1 = animtime = 0
value = 511


[state a]
type = changestate
trigger1 = animtime = 0
value = 511


;===========================================================================
;Cスピニング刃
;---------------------------------------------------------------------------
[Statedef 45505]
type = A
ctrl = 0
anim = 45505
velset = 0,0
movetype = A
physics = N
sprpriority = 12
ctrl = 0

[State a]
type = stopSnd
trigger1 = !ishelper(45505)
channel = 5

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45501
trigger1 = parent,animelem = 1
Facing = 0
pos = 16,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45501
trigger1 = parent,animelem = 2
Facing = 0
pos = 36,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45501
trigger1 = parent,animelem = 3
Facing = 0
pos = 56,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45501
trigger1 = parent,animelem = 4,>=0
trigger1 = parent,animelem = 4,<=180
Facing = 0
pos = 76,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45501
trigger1 = parent,animelem = 5
Facing = 0
pos = 56,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45501
trigger1 = parent,animelem = 6
Facing = 0
pos = 36,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45501
trigger1 = parent,animelem = 7
Facing = 0
pos = 16,0


[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 1
Facing = 0
pos = 76,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 2
Facing = 0
pos = 75,-12

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 3
Facing = 0
pos = 72,-23

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 4
Facing = 0
pos = 67,-35

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 5
Facing = 0
pos = 60,-45

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 6
Facing = 0
pos = 54,-54

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 7
Facing = 0
pos = 45,-60

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 8
Facing = 0
pos = 35,-67

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 9
Facing = 0
pos = 23,-72

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 10
Facing = 0
pos = 12,-75

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 11
Facing = 0
pos = 0,-76

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 12
Facing = 0
pos = -12,-75

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 13
Facing = 0
pos = -23,-72

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 14
Facing = 0
pos = -35,-67

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 15
Facing = 0
pos = -45,-60

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 16
Facing = 0
pos = -54,-54

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 17
Facing = 0
pos = -60,-45

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 18
Facing = 0
pos = -67,-35

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 19
Facing = 0
pos = -72,-23

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 20
Facing = 0
pos = -75,-12

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 21
Facing = 0
pos = -76,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 22
Facing = 0
pos = -75,12

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 23
Facing = 0
pos = -72,23

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 24
Facing = 0
pos = -67,35

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 25
Facing = 0
pos = -60,45

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 26
Facing = 0
pos = -54,54

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 27
Facing = 0
pos = -45,60

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 28
Facing = 0
pos = -35,67

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 29
Facing = 0
pos = -23,72

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 30
Facing = 0
pos = -12,75

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 31
Facing = 0
pos = 0,76

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 32
Facing = 0
pos = 12,75

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 33
Facing = 0
pos = 23,72

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 34
Facing = 0
pos = 35,67

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 35
Facing = 0
pos = 45,60

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 36
Facing = 0
pos = 54,54

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 37
Facing = 0
pos = 60,45

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 38
Facing = 0
pos = 67,35

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 39
Facing = 0
pos = 72,23

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 40
Facing = 0
pos = 75,12

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 41
Facing = 0
pos = 76,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 42
Facing = 0
pos = 56,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 43
Facing = 0
pos = 36,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45502
trigger1 = parent,animelem = 44
Facing = 0
pos = 16,0


[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 1
Facing = 0
pos = 76,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 2
Facing = 0
pos = 75,-12

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 3
Facing = 0
pos = 72,23

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 4
Facing = 0
pos = 67,35

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 5
Facing = 0
pos = 60,45

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 6
Facing = 0
pos = 54,54

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 7
Facing = 0
pos = 45,60

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 8
Facing = 0
pos = 35,67

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 9
Facing = 0
pos = 23,72

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 10
Facing = 0
pos = 12,75

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 11
Facing = 0
pos = 0,76

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 12
Facing = 0
pos = -12,75

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 13
Facing = 0
pos = -23,72

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 14
Facing = 0
pos = -35,67

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 15
Facing = 0
pos = -45,60

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 16
Facing = 0
pos = -54,54

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 17
Facing = 0
pos = -60,45

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 18
Facing = 0
pos = -67,35

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 19
Facing = 0
pos = -72,23

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 20
Facing = 0
pos = -75,12

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 21
Facing = 0
pos = -76,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 22
Facing = 0
pos = -75,-12

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 23
Facing = 0
pos = -72,-23

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 24
Facing = 0
pos = -67,-35

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 25
Facing = 0
pos = -60,-45

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 26
Facing = 0
pos = -54,-54

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 27
Facing = 0
pos = -45,-60

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 28
Facing = 0
pos = -35,-67

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 29
Facing = 0
pos = -23,-72

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 30
Facing = 0
pos = -12,-75

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 31
Facing = 0
pos = 0,-76

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 32
Facing = 0
pos = 12,-75

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 33
Facing = 0
pos = 23,-72

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 34
Facing = 0
pos = 35,-67

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 35
Facing = 0
pos = 45,-60

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 36
Facing = 0
pos = 54,-54

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 37
Facing = 0
pos = 60,-45

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 38
Facing = 0
pos = 67,-35

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 39
Facing = 0
pos = 72,-23

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 40
Facing = 0
pos = 75,-12

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 41
Facing = 0
pos = 76,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 42
Facing = 0
pos = 56,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 43
Facing = 0
pos = 36,0

[state a]
type = bindtoparent
trigger1 = parent,stateno = 45503
trigger1 = parent,animelem = 44
Facing = 0
pos = 16,0

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

[State a]
type = PlaySnd
trigger1 = time >= 0
trigger1 = time%40 = 0
value = 613,20
channel = 5
volume = 1
;---------------------[ U  ]

[State 210, 2]
type = HitDef
triggerall = time%60 = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "Mac"
trigger5 = enemy,name = "Sting Chameleao"
attr = A, HA
animtype  = hard
damage    = 189*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,5
sparkno = s540 + random%4
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = -1
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =15
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
trigger1 = time%60 = 1
triggerall = enemy,name != "VAVA MK2"
triggerall = enemy,name != "Commander Yammark Extreme Mode"
triggerall = enemy,name != "Split Mushroom"
triggerall = enemy,name != "Mac"
triggerall = enemy,name != "Sting Chameleao"
attr = A, HA
animtype  = hard
damage    = 125*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,5
sparkno = s540 + random%4
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = -1
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =15
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "Mac"
trigger5 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 74500, 20]
type = ChangeState
trigger1 = parent,stateno != 45501
trigger1 = parent,stateno != 45502
trigger1 = parent,stateno != 45503
value = 511

;---------------------------------------------------------------------------
; �`���[�W�X�g�[���g���l�[�h
[Statedef 1540]
type = U
ctrl = 0
anim = 401
velset = 0,0
movetype = A
physics = N
ctrl = 0
sprpriority = 1

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

;---------------------[�w���p�[]
[state a];�U��
type = Helper
trigger1 = time = 1
id = 51500
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 51500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]

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

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



;===========================================================================
;グランドハンター
;===========================================================================
[Statedef 51500]
type = A
ctrl = 0
anim = 51500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


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

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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


[State 72500, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 10
y = 0

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

[State 72500, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "CrescentGrizzly"
trigger3 = enemy,name = "X4 Slash Beast"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]


;---------------------[]
[State 74500, 20]
type = ChangeState
trigger1 = time = 150
trigger2 = frontedgedist <= -50
value = 511

[State 72501]
type = changestate
triggerall = time = [0,149]
trigger1 = root,command = "up"
trigger2 = root,command = "down"
value = 51501

;===========================================================================
;グランドハンター
;===========================================================================
[Statedef 51501]
type = A
ctrl = 0
anim = 51500
movetype = A
physics = N
sprpriority = 5


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


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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


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

[State 72500, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "CrescentGrizzly"
trigger3 = enemy,name = "X4 Slash Beast"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]
[State 74500, 20]
type = velset
trigger1 = time = 15
x = 0
y = 0

[State 74500, 20]
type = changeanim
trigger1 = time = 15
value = 50509

[State 74500, 20]
type = ChangeState
trigger1 = anim = 50509
trigger1 = animtime = 0
trigger2 = frontedgedist <= -50
value = 511


[State 1630];攻撁E
type = Helper
trigger1 = time%3 = 2
trigger1 = anim != 50509
id = 51502
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 51502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 1630];攻撁E
type = Helper
trigger1 = time%3 = 2
trigger1 = anim != 50509
id = 51503
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 51502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


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

;===========================================================================
;グランドハンター
;===========================================================================
[Statedef 51502]
type = A
ctrl = 0
anim = 51502
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

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


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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


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

[State 72500, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "CrescentGrizzly"
trigger3 = enemy,name = "X4 Slash Beast"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]
[State 74500, 20]
type = velset
trigger1 = time = 0
y = ifelse(ishelper(51502),-5,5)

[State 74500, 20]
type = velset
trigger1 = time = 15
y = 0

[State 74500, 20]
type = changeanim
trigger1 = time = 15
value = 50509

[State 74500, 20]
type = ChangeState
trigger1 = anim = 50509
trigger1 = animtime = 0
value = 511



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

;===========================================================================
;X5ウィングスパイラル
;===========================================================================
[Statedef 53500]
type = A
ctrl = 0
anim = 52500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State a]
type = PlaySnd
trigger1 = time = 0
value = 614,10
channel = 2

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


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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


[State 72500, VelSet]
type = VelSet
trigger1 = time = 0
x = 3.75
y = 0

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

[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Dynamo"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "mattrex"
trigger4 = enemy,name = "Double"
trigger5 = enemy,name = "Burnin' Noumander"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]


[State 54500]
type = helper
trigger1 = numhelper(53500) < 5
trigger1 = animelem = 5
helpertype = normal
name = "Will5"
ID = 53500
stateno = 53501
pos = 0,8
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

;---------------------[]
[State 74500, 20]
type = ChangeState
trigger1 = time = 150
trigger2 = Pos Y < floor(-220)
trigger3 = frontedgedist <= -50
value = 52505

;===========================================================================
;X5ウィングスパイラル
;===========================================================================
[Statedef 53501]
type = A
ctrl = 0
anim = 52500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State 54502]
Type = BindToParent
Trigger1 = 1
Time = -1
Facing = 1
Pos = 0,8

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


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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


[State 72500, VelSet]
type = VelSet
trigger1 = time = 0
x = 7.5
y = 0

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

[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Dynamo"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "mattrex"
trigger4 = enemy,name = "Double"
trigger5 = enemy,name = "Burnin' Noumander"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]


[State 54500]
type = helper
trigger1 = numhelper(53500) < 5
trigger1 = animelem = 5
helpertype = normal
name = "Will5"
ID = 53500
stateno = 53501
pos = 0,8
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

;---------------------[]
[State 74500, 20]
type = ChangeState
trigger1 = time = 150
trigger2 = Pos Y < floor(-220)
trigger3 = parent,stateno != [53500,53501]
value = 52505

;===========================================================================
;Cフロストシールド
;===========================================================================
[StateDef 55500]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
sprpriority = 5
anim = 55500

[State 74500, 20]
type = ChangeState
trigger1 = root,fvar(36) = 1
value = 55520
;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 555005500]
type = parentvarset
trigger1 = 1
var(8) = 14

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 614,25
channel = 2

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


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

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

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 622
Facing = 1
Pos = 21,-27


[State 20501, VelSet]
type = changeanim
trigger1 = time = 240
value = 9990

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 55501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];攻撃
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
triggerall = !(p2name = "Elecman URM Prototype v3" && p4name = "Elecman URM Prototype v3")
triggerall = !(p2name = "Infinity Mijinion" && p4name = "Infinity Mijinion")
triggerall = !(p2name = "colonel_X4" && p4name = "colonel_X4")
triggerall = !(p2name = "Vajurila_FF" && p4name = "Vajurila_FF")
triggerall = !(p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
triggerall = enemy,name != "Spark Mandriller"
trigger1 = time%60 = 0
attr = A, HA
animtype  = hard
damage = 64*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 72500, 2]
type = HitDef
triggerall = time%60 = 0
trigger1 = (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")
trigger2 = (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")
trigger3 = (p2name = "colonel_X4" || p4name = "colonel_X4")
trigger4 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
trigger5 = (p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
trigger6 = enemy,name = "Spark Mandriller"
attr = A, HA
animtype  = hard
damage = 189*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[State 74500, 20]
type = ChangeState
trigger1 = anim = 9990
trigger2 = animtime = 0
value = 511
;===========================================================================
;当て身判定
;===========================================================================
[Statedef 55501]
type = A
ctrl = 0
anim = 55501
velset = 0,0
movetype = A
physics = N
sprpriority = 4


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,64
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 25

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

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



;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)


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

[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 = S200,4
channel = 5
ignorehitpause = 1

;-------------------------
[state a]
type = changestate
trigger1 = parent,stateno != 55500
value = 511
;===========================================================================
;フロストシールド花びら
;===========================================================================
[StateDef 55505]
type = S
movetype= A
physics = N
velset = 0,0
anim = 55505

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

[State a]
type = Explod
trigger1 = time%10=0
trigger1 = pos Y >= 0
anim = 55507
id = 55505
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
under = 0
trans = addalpha
alpha = 255,255
ownpal = 1

;---------------------[アニメーション]
;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = 2.874
y = -2.55

[state a]
type = veladd
trigger1 = pos y < 0
y = 0.3

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

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

[State 191, Snd 1]
type = PlaySnd
trigger1 = pos y >= 0
trigger1 = time%30 = 0
value = 614,24
channel = 2

[State 20501, VelSet]
type = changeanim
trigger1 = StageFrontEdgeDist < 0
trigger2 = movecontact = 1
value = 9990

;---------------------[透過]


[state a];攻撃
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
triggerall = !(p2name = "Elecman URM Prototype v3" && p4name = "Elecman URM Prototype v3")
triggerall = !(p2name = "Infinity Mijinion" && p4name = "Infinity Mijinion")
triggerall = !(p2name = "colonel_X4" && p4name = "colonel_X4")
triggerall = !(p2name = "Vajurila_FF" && p4name = "Vajurila_FF")
triggerall = !(p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
triggerall = enemy,name != "Spark Mandriller"
trigger1 = !movecontact
attr = A, HA
animtype  = hard
damage = 32*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 72500, 2]
type = HitDef
triggerall = !movecontact
trigger1 = (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")
trigger2 = (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")
trigger3 = (p2name = "colonel_X4" || p4name = "colonel_X4")
trigger4 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
trigger5 = (p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
trigger6 = enemy,name = "Spark Mandriller"
attr = A, HA
animtype  = hard
damage = 125*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55511
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55512
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55513
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55514
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55515
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55516
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55517
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55518
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 74500, 20]
type = ChangeState
trigger1 = anim = 9990
trigger2 = animtime = 0
value = 511

;===========================================================================
;フロストシールドヒット落下2
;===========================================================================
[StateDef 55511]
type = S
movetype= A
physics = N
velset = 0,0
anim = 55511

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

[State a]
type = PlaySnd
trigger1 = time = 0
trigger1= ishelper(55511)
value = 614,23
channel = 2
;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(55511)
value = 55511
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(55512)
value = 55512
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(55513)
value = 55513
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(55514)
value = 55514
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(55515)
value = 55515
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(55516)
value = 55516
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(55517)
value = 55517
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(55518)
value = 55518
;---------------------[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]


;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 50
value = 511



;===========================================================================
;フロストシールド水中壁
;===========================================================================
[StateDef 55520]
type = S
movetype= A
physics = N
velset = 0,0
anim = 55520

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


[State a]
type = parentvarset
trigger1 = rootdist Y = [-30,50] 
trigger1 = rootdist X = [-4,4] 
var(27) = 1

[State a]
type = parentvarset
trigger1 = rootdist Y != [-30,50] 
trigger2 = rootdist X != [-4,4]
var(27) = 0


;---------------------[アニメーション]
;---------------------[移動]
[state a]
type = velset
trigger1 = time >= 13
y = -.55


[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 614,25
channel = 2


[State 20501, VelSet]
type = changeanim
trigger1 = time = 360
value = 9990

;---------------------[透過]




[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55511
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55512
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55513
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55514
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55515
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55516
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55517
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 55518
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 55511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ステート移行]

[State 74500, 20]
type = ChangeState
trigger1 = anim = 9990
trigger2 = animtime = 0
value = 511



; �`���[�W�V���b�g�K���A�C�X
[Statedef 1570]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a];�U��
type = Helper
trigger1 = time = 1
id = 81500
name = "Gennmu Zero"
sprpriority = 5
pos = 25,-30
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 1
id = 81501
name = "Gennmu Zero"
sprpriority = 5
pos = 7,-31
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 1
id = 81502
name = "Gennmu Zero"
sprpriority = 5
pos = 7,-31
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[�X�e�[�g�ڍs]


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

;---------------------------------------------------------------------------
; �`���[�W�G���N�g���b�N�X�p�[�N
[Statedef 1550]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

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

[state a];�U��
type = Helper
trigger1 = time = 1
id = 61500
name = "Gennmu Zero"
sprpriority = 5
pos = 18,-31
postype = p1
stateno = 61500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]


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

;===============================================================================
; Hidden Green Spinners START
;(HELPER)�G���N�g���b�N�X�p�[�N�E�U������
[Statedef 61500]
type = A
ctrl = 0
anim = 61500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time %16 = 0
value = 615,2
channel = 2

[State a]
type = parentvarset
trigger1 = 1
var(8) = 14

[State a]
type = parentvarset
trigger1 = anim = 61500
var(45) = 0

[State a]
type = changeanim
trigger1 = anim = 61500
trigger1 = animtime = 0
value = 61510

[State a]
type = changeanim
trigger1 = root,var(45) = 0
value = 61510
[State a]
type = changeanim
trigger1 = root,var(45) = -1
value = 61511
[State a]
type = changeanim
trigger1 = root,var(45) = -2
value = 61512
[State a]
type = changeanim
trigger1 = root,var(45) = -3
value = 61513
[State a]
type = changeanim
trigger1 = root,var(45) = -4
value = 61514
[State a]
type = changeanim
trigger1 = root,var(45) = -5
value = 61515
[State a]
type = changeanim
trigger1 = root,var(45) = -6
value = 61516
[State a]
type = changeanim
trigger1 = root,var(45) = -7
value = 61517
[State a]
type = changeanim
trigger1 = root,var(45) = -8
value = 61518
[State a]
type = changeanim
trigger1 = root,var(45) = -9
value = 61519
[State a]
type = changeanim
trigger1 = root,var(45) = -10
value = 61520
[State a]
type = changeanim
trigger1 = root,var(45) = -11
value = 61521
[State a]
type = changeanim
trigger1 = root,var(45) = -12
value = 61522
[State a]
type = changeanim
trigger1 = root,var(45) = -13
value = 61523
[State a]
type = changeanim
trigger1 = root,var(45) = -14
value = 61524
[State a]
type = changeanim
trigger1 = root,var(45) = -15
value = 61525

[State a]
type = changeanim
trigger1 = root,var(45) = 1
value = 61531
[State a]
type = changeanim
trigger1 = root,var(45) = 2
value = 61532
[State a]
type = changeanim
trigger1 = root,var(45) = 3
value = 61533
[State a]
type = changeanim
trigger1 = root,var(45) = 4
value = 61534
[State a]
type = changeanim
trigger1 = root,var(45) = 5
value = 61535
[State a]
type = changeanim
trigger1 = root,var(45) = 6
value = 61536
[State a]
type = changeanim
trigger1 = root,var(45) = 7
value = 61537
[State a]
type = changeanim
trigger1 = root,var(45) = 8
value = 61538
[State a]
type = changeanim
trigger1 = root,var(45) = 9
value = 61539
[State a]
type = changeanim
trigger1 = root,var(45) = 10
value = 61540
[State a]
type = changeanim
trigger1 = root,var(45) = 11
value = 61541
[State a]
type = changeanim
trigger1 = root,var(45) = 12
value = 61542
[State a]
type = changeanim
trigger1 = root,var(45) = 13
value = 61543
[State a]
type = changeanim
trigger1 = root,var(45) = 14
value = 61544
[State a]
type = changeanim
trigger1 = root,var(45) = 15
value = 61545



[State a]
type = PlaySnd
trigger1 = time %16 = 0
value = 615,2
channel = 2

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

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16


[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

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

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 70503]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1), var(1)

[State 70503]
type = varset
trigger1 = time = 0
v = 1
value = 0

[State 70503]
type = varadd
trigger1 = time > 120
v = 1
value = 2

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


[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "skiver"
trigger2 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger3 = enemy,name = "VAVA MK2"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = HitDef
trigger1 = time%6 = 0
attr = A, HA
damage = ifelse(root,var(26) = 1, 188,62)*(1+((root,var(30)=3)*0.5)),0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 70503]
type = destroyself
trigger1 = var(1) >= 256
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010

;===========================================================================
;X5スパイクローチE
;===========================================================================
[Statedef 63500]
type = A
ctrl = 0
anim = 63500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 615,10
channel = 2

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

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

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34

[State 1000]
type = PlaySnd
trigger1 = FrontEdgeDist <= -2
trigger2 = Pos y < -200
value = s615, 11


[State 630, VelSet]
type = VelSet
trigger1 = time = 0
x = 8
y = -8
;--------------------------------------------------------------------
[State 850];天井��E壁E天亁E
type = velset
trigger1 = Pos y <-200
trigger1 = vel x > 0
trigger1 = vel y < 0
y = 6

[State 850];天井��E壁E壁E
type = velset
trigger1 = FrontEdgeDist <= -2
trigger1 = vel x > 0
trigger1 = vel y > 0
x = -6

;--------------------------------------------------------------------
[State 850];壁��E天亁E壁E
type = velset
trigger1 = FrontEdgeDist <= -2
trigger1 = vel x > 0
trigger1 = vel y < 0
x = -6

[State 850];壁��E天亁E天亁E
type = velset
trigger1 = Pos y < -200
trigger1 = vel x < 0
trigger1 = vel y < 0
y = 6


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

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

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "CrescentGrizzly"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 210, 2]
type = HitDef
trigger1 = anim = 63500
trigger1 = time%6 = 0
attr = A, HSP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "CrescentGrizzly"
trigger2 = enemy,name = "X4 Slash Beast"
trigger3 = enemy,name = "Vile MMHX"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = frontedgedist< -100
trigger2 = movereversed
value = 511

;-------------------------------------------------------------------------------
; Hidden Green Spinners ACTIVE
[Statedef 65500]
type = A
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[State 1541, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -200

[State 1000, 0]
Type = VarRandom
Trigger1 = 1
V = 12
Range = -200,100

[State 1541, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
persistent = 1

[State 1541, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 1541, Helper]
type = Helper
trigger1 = !(time % 4)
helpertype = normal
name = "Hidden Green Spinners"
ID = 65501
stateno = 65501
pos = var(12),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1451, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
persistent = 1

[State 1451, DestroySelf]
type = DestroySelf
trigger1 = time = 120

;-------------------------------------------------------------------------------
; Hidden Green Spinner
[Statedef 65501]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 5
sprpriority = 5
anim = 65501

[State 1542, VelSet]
type = VelSet
trigger1 = 1
x = 6
y = 6
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,50+random%5


[State 1542, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,SP
damage = ifelse(root,var(26) = 1, 125,62)*(1+((root,var(30)=3)*0.5)), 0
priority = 7, Miss
getpower = 0,
givepower = 40,12
animtype = Hard
air.animtype = back
fall.animtype = back
guardflag = HA
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 12,12
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.slidetime = 40
ground.hittime = 40
ground.velocity = 0
ground.guard.velocity = 0
guard.ctrltime = 20
guard.hittime = 20
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
air.hittime = 40
guard.kill = 0
air.fall = 1
fall.recover = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "PSsigmaX1"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1201, 4]
type = DestroySelf
trigger1 = time = 60
trigger2 = Pos Y > 90
trigger3 = frontedgedist <= -100

;---------------------------------------------------------------------------
;(HELPER)チャージホ��Eミングト��Eポ��EチE
;---------------------------------------------------------------------------
; �`���[�W�u�[�������J�b�^�[
[Statedef 1560]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

[state a]
type = ctrlset
trigger1 = time = 1
value = 1

[state a];�U��
type = Helper
trigger1 = time = 1
id = 71500
name = "Gennmu Zero"
sprpriority = 5
pos = 7,-31
postype = p1
stateno = 71500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 1
id = 71501
name = "Gennmu Zero"
sprpriority = 5
pos = 7,-31
postype = p1
stateno = 71500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 1
id = 71502
name = "Gennmu Zero"
sprpriority = 5
pos = 7,-31
postype = p1
stateno = 71500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[�X�e�[�g�ڍs]


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;(HELPER)�t���X�g�^���[�E�U��
[Statedef 71500]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 71500
poweradd = 0
sprpriority = 3

[State a]
type = PlaySnd
triggerall = time = 0
trigger1 = ishelper(71500)
trigger2 = ishelper(71501)
value = 616,1
channel = 2

;---------------------[]
[state a]
type = turn
triggerall = time = 0
trigger1 = ishelper(71501)
trigger2 = ishelper(71503)

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = time = 16
value = 1150,2

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = 6

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,220

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Dynamo"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "mattrex"
trigger4 = enemy,name = "Double"
trigger5 = enemy,name = "Burnin' Noumander"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,62)*(1+((root,var(30)=3)*0.5)),0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s560 + random%4
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 240
value = 511

;===========================================================================
;(HELPER)ノーマルモード特殊武器チャージ６攻撃
;===========================================================================
[Statedef 75500]
type = A
ctrl = 0
anim = 75500
velset = 0,0
movetype = A
physics = N
sprpriority = 10

;---------------------[効果音]

[State 61501, flag]
Type = AssertSpecial
Trigger1 = 1 ;常時
flag = Noshadow
;---------------------[速度]
[State 61501]
type = posset
trigger1 = time = 0
y = 180

[State 61501]
type = veladd
trigger1 = animelem = 1
y = -20

[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Commander Yammark Extreme Mode"
trigger4 = enemy,name = "Split Mushroom"
trigger5 = enemy,name = "Vile MMHX"
trigger6 = enemy,name = "skiver"
trigger7 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger8 = enemy,name = "VAVA MK2"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1



;---------------------[攻撃]
[State 61501, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 188,94)*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s551
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -6
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[State 61501]
type = changestate
trigger1 = screenpos y < -400
value = 511


; �`���[�W�V���b�g�K���A�C�X
[Statedef 1570]
type = S
ctrl = 0
anim = 202
velset = 0,0
movetype = A
physics = S
ctrl = 0
sprpriority = 1

[state a]
type = ctrlset
trigger1 = time = 1
value = 1

[state a];�U��
type = Helper
trigger1 = time = 1
id = 81500
name = "Gennmu Zero"
sprpriority = 5
pos = 25,-30
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 1
id = 81501
name = "Gennmu Zero"
sprpriority = 5
pos = 7,-31
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 1
id = 81502
name = "Gennmu Zero"
sprpriority = 5
pos = 7,-31
postype = p1
stateno = 81500
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


;---------------------[�X�e�[�g�ڍs]


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(HELPER)�_�u���T�C�N�����E�U������
[Statedef 81500]
type = A
movetype = A
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 3

[State 34500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,2
volume = 255

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16


[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 81501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 81501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 81502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 81501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 81503
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 81501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 81504
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 81501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 81505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 81501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 81506
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 81501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 81507
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 81501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 81508
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 81501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = destroyself
trigger1 = animtime = 0


;===========================================================================
;グランドハンター
;===========================================================================
[Statedef 81501]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = null;afterimage
trigger1 = time = 0
trans = add
timegap = 1
FrameGap = 5
time = -1
palcolor = 226
paladd = 40,10,10
palcontrast = 256,20,20
palbright = 240,100,140

[State 72500, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = ishelper(81501)
trigger2 = ishelper(81502)
value = 81501

[State 72500, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = ishelper(81503)
trigger2 = ishelper(81504)
value = 81503

[State 72500, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = ishelper(81505)
trigger2 = ishelper(81506)
value = 81505

[State 72500, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = ishelper(81507)
trigger2 = ishelper(81508)
value = 81507

;-------------------------


[State 72500, VelSet]
type = VelSet
trigger1 = ishelper(81501)
x = 12
y = -2
[State 72500, VelSet]
type = VelSet
trigger1 = ishelper(81502)
x = 11.2
y = -4.2
[State 72500, VelSet]
type = VelSet
trigger1 = ishelper(81503)
x = 9.6
y = -6.4
[State 72500, VelSet]
type = VelSet
trigger1 = ishelper(81504)
x = 7.8
y = -7.8
[State 72500, VelSet]
type = VelSet
trigger1 = ishelper(81505)
x = 12
y = 2
[State 72500, VelSet]
type = VelSet
trigger1 = ishelper(81506)
x = 11.2
y = 4.2
[State 72500, VelSet]
type = VelSet
trigger1 = ishelper(81507)
x = 9.6
y = 6.4
[State 72500, VelSet]
type = VelSet
trigger1 = ishelper(81508)
x = 7.8
y = 7.8

;-------------------------

[State 72500, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State a]
type = Explod
triggerall = time%2 = 0
trigger1 = ishelper(81501)
trigger2 = ishelper(81502)
anim = 81502
id = 400
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State a]
type = Explod
triggerall = time%2 = 0
trigger1 = ishelper(81503)
trigger2 = ishelper(81504)
anim = 81504
id = 400
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State a]
type = Explod
triggerall = time%2 = 0
trigger1 = ishelper(81505)
trigger2 = ishelper(81506)
anim = 81506
id = 400
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[State a]
type = Explod
triggerall = time%2 = 0
trigger1 = ishelper(81507)
trigger2 = ishelper(81508)
anim = 81508
id = 400
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
under = 0
trans = addalpha
alpha = 256,256
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vile MMHX"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]


;---------------------[]
[State 74500, 20]
type = ChangeState
trigger1 = time = 150
trigger2 = frontedgedist <= -50
value = 511

;---------------------------------------------------------------------------
;(HELPER)�t���X�g�^���[�E�U��
[Statedef 83500]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 83500
poweradd = 0
sprpriority = 3

[State a]
type = PlaySnd
trigger1 = time = 0
value = 617,10
channel = 2

;---------------------[]
[state a]
type = turn
triggerall = time = 0
trigger1 = ishelper(83501)
trigger2 = ishelper(83503)

;---------------------[効果音]
[State a]
type = PlaySnd
trigger1 = time = 16
value = 1150,2

;---------------------[速度]
[state a]
type = velset
trigger1 = time = 0
x = 6

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,220

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 188,62)*(1+((root,var(30)=3)*0.5)),0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s560 + random%4
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_X4"
trigger6 = enemy,name = "Commander Yammark Extreme Mode"
trigger7 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = time = 240
value = 511
;===============================================================================
; Hidden Green Spinners START
[Statedef 85500]
type = A
physics = N
ctrl = 0
sprpriority = 5
anim = 85500

[State 1540, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = -7
ignorehitpause = 1

[State 1540, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 617,20

[State 1540, Explod]
type = Explod
trigger1 = (Time % 4) = 0
anim = 85502
pos = 0,30
postype = p1
facing = 1
vel = 0,0
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1
removeongethit = 0

[State 1540, VelSet]
type = VelSet
trigger1 = (ParentDist x = 0) && NumHelper(300)
x = 0
ignorehitpause = 1
persistent = 1

[State 1540, VelSet]
type = VelSet
trigger1 = (ParentDist x > 0) && NumHelper(300)
x = 5
ignorehitpause = 1
persistent = 1

[State 1540, VelSet]
type = VelSet
trigger1 = (ParentDist x < 0) && NumHelper(300)
x = -4.5
ignorehitpause = 1
persistent = 1

[State 1540, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 1540, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 85501

;-------------------------------------------------------------------------------
; Hidden Green Spinners ACTIVE
[Statedef 85501]
type = A
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[State 1541, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -500

[State 1541, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
persistent = 1

[State 1542, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 31
value = 617,21

[State 170, 7]
type = VarRandom
trigger1 = 1
v = 12
range = -150,150

[State 1541, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 1541, Helper]
type = Helper
trigger1 = time = 31
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = -200,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = -150,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = time = 31
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = -100,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = -50,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = time = 31
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = 50,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = time = 31
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = 100,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = 150,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = time = 31
helpertype = normal
name = "Hidden Green Spinners"
ID = 85502
stateno = 85502
pos = 200,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1451, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
persistent = 1

[State 1451, DestroySelf]
type = DestroySelf
trigger1 = time = 60

;-------------------------------------------------------------------------------
; Hidden Green Spinner
[Statedef 85502]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 5
sprpriority = 5
anim = 85501

[State 1542, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 7
ignorehitpause = 1

[State 1542, Explod]
type = Explod
trigger1 = (Time % 4) = 0
anim = 85503
pos = 0,-40
postype = p1
facing = 1
vel = 0,0
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1
removeongethit = 0

[state a];攻撁E
type = null;Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit= 1
trigger1 = enemy,name = "X4 Slash Beast"
trigger2 = enemy,name = "CrescentGrizzly"
trigger3 = enemy,name = "iris_X4"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[State 1542, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,HA
damage = ifelse(root,var(26) = 1, 188,62)*(1+((root,var(30)=3)*0.5)), 0
priority = 7, Miss
getpower = 0,
givepower = 40,12
animtype = Hard
air.animtype = back
fall.animtype = back
hitflag = MAFD
pausetime = 10,10
guard.pausetime = 12,12
sparkno = s550
sparkxy = -20,0
hitsound   = s250,8
guardsound = s200,4
guard.sparkno = s555
ground.slidetime = 40
ground.hittime = 40
ground.velocity = 0
ground.guard.velocity = 0
guard.ctrltime = 20
guard.hittime = 20
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
air.hittime = 40
guard.kill = 0
air.fall = 1
fall.recover = 0

[State 1542, ChangeState]
type = ChangeState
trigger1 = Movecontact
trigger2 = Pos Y > -5
Trigger3 = MoveReversed
value = 84501

;===========================================================================
;---------------------------------------------------------------------------
;�o�X�^�[�֘A
;---------------------------------------------------------------------------
;===========================================================================

;===========================================================================
;豆
;---------------------------------------------------------------------------
[Statedef 500]
type = A
ctrl = 0
anim = 205
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 195, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = root,var(12)>=1
value = ifelse(root,palno=12,502,503)

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 520
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 520
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 520]
type = A
ctrl = 0
anim = 500
velset = 7,0
movetype = A
physics = N
sprpriority = 5

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = A, NP
animtype  = light
damage    = ifelse(root,stateno=100,31,ifelse(root,stateno=110,31,ifelse(root,stateno=50&&root,var(3)>0,31,ifelse(root,stateno=310&&root,var(3)>0,31,10))))*(1+((root,var(30)=3)*0.5)), 0
priority = 1, Hit
getpower = 16,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s530
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
guard.sparkno = s555
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
trigger1 = moveguarded
value = 510

[state a]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 150

;===========================================================================
;１段チャージ
;===========================================================================
[Statedef 501]
type = A
ctrl = 0
anim = 206
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) = 0
trigger1 = time = 0
value = 200,1
channel = 2

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) > 0
trigger1 = time = 0
value = 200,21
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16


[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 4
id = 521
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 521
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 521]
type = A
ctrl = 0
anim = 501
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a]
type = velset
trigger1 = animelem = 1
x = 8

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage    = 31*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
trigger1 = moveguarded
value = 510

[state a]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 150

;===========================================================================
;２段チャージ
;===========================================================================
[Statedef 503]
type = A
ctrl = 0
anim = 207
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = parentvaradd
trigger1 = time = 0
v = 12
value = -1

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) = 0
trigger1 = time = 0
value = 200,11
channel = 2

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) > 0
trigger1 = time = 0
value = 200,22
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 14,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 14,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 14,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 22,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 22,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 22,-22

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 21,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 21,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 21,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 22,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 22,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 22,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16


[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 37,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 37,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 37,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 37,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = animelem = 4
id = 522
name = "Plasma Charge Shot"
sprpriority = 5
pos = 36, 0
postype = p1
stateno = 522
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 522]
type = A
ctrl = 0
anim = 502
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

;-------------------------


[State 630, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 10
y = 0

;-------------------------

[State 630, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = Time > 0
trigger1 = TimeMod = 2,0
id = 592
name = "Plasma Charge Shot"
sprpriority = 5
pos = -16, -16+random%32
postype = p1
stateno = 592
Size.XScale                = 1.5
Size.YScale                = 1.5 
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 62*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s532
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = destroyself
trigger1 = time = 150
trigger2 = movehit && root,palno != [7,12]

;---------------------------------------------------------------------------
;(HELPER)豁E
[Statedef 502]
type = A
ctrl = 0
anim = 208
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[state a]
type = parentvaradd
trigger1 = time = 0
v = 12
value = -1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,11
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16


[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 4
id = 522
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 522
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;[state a];プラズマチャージショチE��
;type = Helper
;trigger1 = animelem = 5
;id = 523
;name = "Plasma Charge Shot"
;sprpriority = 5
;pos = 5, 0
;postype = p1
;stateno = 523
;helpertype = normal
;pausemovetime = 999999
;keyctrl = 0 
;ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = root,var(30) = 3
trigger1 = time = 4
id = 524
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 523
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = root,var(30) = 3
trigger1 = time = 4
id = 525
name = "Plasma Charge Shot"
sprpriority = 5
pos = 5, 0
postype = p1
stateno = 523
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno = 3000
trigger3 = root,stateno = 8010


[Statedef 523]
type = A
ctrl = 0
anim = 503
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;-------------------------

[State 810]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(523)
Value = 503

[State 810]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(524)
Value = 506

[State 810]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(525)
Value = 507

[State 630, VelSet]
type = VelSet
trigger1 = ishelper(523)
trigger1 = animelem = 1
x = 9
y = 0

[State 630, VelSet]
type = VelSet
trigger1 = ishelper(524)
trigger1 = animelem = 1
x = 7.2
y = -3.4

[State 630, VelSet]
type = VelSet
trigger1 = ishelper(525)
trigger1 = animelem = 1
x = 7.2
y = 3.4

[state a];プラズマチャージショチE��
type = Helper
trigger1 = ishelper(523)
trigger1 = Time > 0
trigger1 = TimeMod = 2,0
id = 592
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -8+random%16
postype = p1
stateno = 592
Size.XScale                = 1.5
Size.YScale                = 1.5 
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = ishelper(524)
trigger1 = Time > 0
trigger1 = TimeMod = 2,0
id = 593
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -8+random%16
postype = p1
stateno = 592
Size.XScale                = 1.5
Size.YScale                = 1.5 
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = ishelper(525)
trigger1 = Time > 0
trigger1 = TimeMod = 2,0
id = 594
name = "Plasma Charge Shot"
sprpriority = 5
pos = -8, -8+random%16
postype = p1
stateno = 592
Size.XScale                = 1.5
Size.YScale                = 1.5 
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
;-------------------------

[State 630, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = moveguarded = 3
attr = A, HP
animtype  = hard
damage    = 62*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s532
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 74500, 20]
type = ChangeState
trigger1 = time = 150
trigger2 = frontedgedist <= -50
value = 511

;---------------------------------------------------------------------------
;(HELPER)プラズチE
[Statedef 504]
type = A
ctrl = 0
anim = 504
velset = 0,0
movetype = A
physics = N
sprpriority = 2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

;---------------------[]
[state a]
type = changeanim
trigger1 = time = 90
value = 505

[State 2000, 4]              ; Se Repita una vez la animacion
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;---------------------[当身関俁E
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[攻撃]
[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
attr = A, HP
animtype  = hard
damage    = 15*(1+((root,var(30)=3)*0.5)), 0
priority = 1, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s551
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[]
[state a]
type = destroyself
trigger1 = anim = 505
trigger1 = animtime = 0

;===========================================================================
;�����o�X�^�[�K�[�h
;===========================================================================
[Statedef 510]
type = A
ctrl = 0
;anim = 500
;velset = 0,0
movetype = I
physics = N
sprpriority = 5


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[state a]
type = velset
trigger1 = time = 0
x = (-vel x)*1.5
y = -4+(random%80)*0.1

[state a]
type = turn
trigger1 = time = 0

[state a]
type = destroyself
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150


;===========================================================================
;�����o�X�^�[�q�b�g
;===========================================================================
[Statedef 511]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State a]
type = removeExplod
trigger1 = time = 0
id = 505

[State a]
type = removeExplod
trigger1 = time = 0
id = 505

[State a]
type = removeExplod
trigger1 = time = 0
id = 12500

[state a]
type = parentvarset
trigger1 = time = 0
v = 51
value = 0

[state a]
type = destroyself
trigger1 = time = 1


;===========================================================================
;汎用爆発
;===========================================================================
[StateDef 512]
type = S
movetype= I
physics = N
velset = 0,0
anim = 360

[State 44502, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,13
volume = 255

[State 44502, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;(HELPER)チャージエフェクトＸ５
[Statedef 580]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 0
pos = (root,Const(Size.Mid.Pos.X)),(root,Const(Size.Mid.Pos.Y)-4)

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(580)
value = 580

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(581)
value = 581



[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(9) >= 25
trigger1 = root,var(9) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(58)>0,3,ifelse(root,var(30)>=3,2,1))

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(14) >= 25
trigger1 = root,var(14) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(30)>=3,2,1)

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]

;---------------------[]

[state a]
type = changestate
trigger1 = root,var(9) < 25
trigger1 = root,command != "hold_x"
trigger1 = root,var(14) < 25
trigger1 = root,command != "hold_y"
value = 511

;---------------------------------------------------------------------------
;(HELPER)チャージエフェクトＺＸ
[Statedef 582]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 0
pos = (root,Const(Size.Mid.Pos.X)),(root,Const(Size.Mid.Pos.Y)-4)


[State 75500, blah]
type = AngleDraw
trigger1 = 1
scale = 1.3

[State 182, Movement AfterImage]
type = afterimage
trigger1 = !ishelper(584)
trigger1 = time = 0
timegap = 1
FrameGap = 4
time = -1
length = 9
palBright = 0,0,0
palContrast = 128,128,128
palPostBright = 0,0,0
palAdd = 0,0,0
palMul = 0.9,0.9,0.9
trans = Add1

[State 9999, SprPriority]
type = SprPriority
trigger1 = ishelper(584)
value = 5

[State 9999, SprPriority]
type = SprPriority
triggerall = ishelper(582)
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 7
value = 5

[State 9999, SprPriority]
type = SprPriority
triggerall = ishelper(582)
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
value = -1

[State 9999, SprPriority]
type = SprPriority
triggerall = ishelper(583)
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 7
value = -1

[State 9999, SprPriority]
type = SprPriority
triggerall = ishelper(583)
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(582)
value = 582

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(583)
value = 583

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(584)
value = 584




[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(9) >= 25
trigger1 = root,var(9) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(58)>0,3,ifelse(root,var(30)>=3,2,1))

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(14) >= 25
trigger1 = root,var(14) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(30)>=3,2,1)

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0




;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]

;---------------------[]

[state a]
type = changestate
trigger1 = root,var(9) < 25
trigger1 = root,command != "hold_x"
trigger1 = root,var(14) < 25
trigger1 = root,command != "hold_y"
value = 511

;---------------------------------------------------------------------------
;(HELPER)チャージエフェクトＸ５
[Statedef 585]
type = A
ctrl = 0
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]
[state a]
type = bindtoroot
trigger1 = 1
Facing = 0
pos = (root,Const(Size.Mid.Pos.X)),(root,Const(Size.Mid.Pos.Y)-4)


[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(585)
value = 585

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(586)
value = 586




[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(9) >= 25
trigger1 = root,var(9) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(58)>0,3,ifelse(root,var(30)>=3,2,1))

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(9) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0


[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = root,var(14) >= 25
trigger1 = root,var(14) < 90
source = 10015,0
dest = 10015,0

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 0
trigger2 = time % 4 = 1
source = 10015,0
dest = 10015,ifelse(root,var(30)>=3,2,1)

[State 5900, 3] ;Change palette
type = RemapPal
triggerall = root,var(14) >= 90
trigger1 = time % 4 = 2
trigger2 = time % 4 = 3
source = 10015,0
dest = 10015,0




;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]

;---------------------[]

[state a]
type = changestate
trigger1 = root,var(9) < 25
trigger1 = root,command != "hold_x"
trigger1 = root,var(14) < 25
trigger1 = root,command != "hold_y"
value = 511


;---------------------------------------------------------------------------
;(HELPER)バスターキラキラ
[Statedef 592]
type = A
ctrl = 0
anim = 592
velset = 2.4,0
movetype = A
physics = N
sprpriority = 5

;---------------------[]

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 592,0
dest = 592,0


[State 630, VelSet]
type = VelSet
trigger1 = ishelper(592)
trigger1 = animelem = 1
x = 2.4;9
y = 0

[State 630, VelSet]
type = VelSet
trigger1 = ishelper(593)
trigger1 = animelem = 1
x = 1.92;7.2
y = -0.906;3.4

[State 630, VelSet]
type = VelSet
trigger1 = ishelper(594)
trigger1 = animelem = 1
x = 1.92;7.2
y = 0.906;3.4

[State 810]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(592)
Value = 592

[State 810]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(593)
Value = 593

[State 810]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(594)
Value = 594

[State 630, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[State 10000, AfterImage]
type = AfterImage
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 10
PalBright = 30,30,30
PalContrast = 120,120,120
Trans = add

[State 10000, AfterImage]
type = AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2


;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 256 - var(1), 256

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = time > 0
v = 1
value = 16
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[速度]

;---------------------[当身関係]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

;---------------------[ヘルパー]

;---------------------[攻撃]
;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0



;===========================================================================
;ライトニングウェブ
;===========================================================================
[Statedef 10500]
type = A
ctrl = 0
anim = 10500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;-------------------------


[State 72500, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 10
y = 0

;-------------------------

[State 72500, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1


[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]


;---------------------[]
[State 72501]
type = changestate
trigger1 = time = 15
value = 10501

;===========================================================================
;サークルブレイズ球体
;===========================================================================
[Statedef 10501]
type = A
ctrl = 0
anim = 10501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time%8= 0
value = 610,0
channel = 2


[State a]
type = parentvarset
trigger1 = rootdist Y = [-30,50] 
trigger1 = rootdist X = [-8,8] 
var(27) = 1

[State a]
type = parentvarset
trigger1 = rootdist Y != [-30,50] 
trigger2 = rootdist X != [-8,8]
var(27) = 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]

;---------------------[当身関係]
[state 72501]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[攻撃]

[State 72500, 2]
type = HitDef
trigger1 = GameTime % 2 = 0
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


;---------------------[透過]

[State a]
type = parentvarset
trigger1 = time >= 105 
var(27) = 0

;---------------------[]
[State 72501]
type = destroyself
trigger1 = animtime = 0
;===========================================================================
;雷弱点エフェ
;===========================================================================
[Statedef 10600]
type = A
ctrl = 0
anim = 10600
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 30
value = 250,0
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;===========================================================================
;X5クレッセントショット
;===========================================================================
[Statedef 12500]
type = A
ctrl = 0
anim = 12500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = Explod
trigger1 = time = 0
anim = 12500
id = 12500
sprpriority = 5
postype = p1
facing = -1
pos = 0,0
removetime = -1
bindtime = -1
under = 0
trans = addalpha
alpha = 235,220
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 610,10
channel = 2

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
x = 12
y = (-4+(random%8))

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Ground Scaravich"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1



[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
trigger1 = frontedgedist< -100
trigger2 = movecontact = 1
trigger3 = movereversed
value = 511

;===========================================================================
;�X�g�[���g���l�[�h
;===========================================================================
[Statedef 14500]
type = A
ctrl = 0
sprpriority = 5
anim = 14500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 610,20
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = null;bindtoroot
trigger1 = animelem = 43,<0
trigger1 = root,statetype = A
trigger1 = root,stateno != 100
pos = 39,-31


[State 630, VelSet]
type = VelSet
trigger1 = animelem = 42
x = 4
y = 0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1


[state a];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Dynamo"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "mattrex"
trigger4 = enemy,name = "Double"
trigger5 = enemy,name = "Burnin' Noumander"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 210, 2]
type = HitDef
trigger1 = GameTime % 5 = 0
trigger9 = moveguarded = 3
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,8)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s540 + random%4
sparkxy = 0,0
guardsound = s200,4
hitsound = s200,3
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = destroyself
trigger1 = time = 240
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50
;===========================================================================
;フロストタワー
;---------------------------------------------------------------------------
[Statedef 20500]
type = A
ctrl = 0
anim = 20500
velset = 0,0
movetype = A
physics = N
sprpriority = 5
ctrl = 0


[State a]
type = PlaySnd
trigger1 = time = 0
value = 611,0
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 40500]
type = veladd
trigger1 = animelem = 8,>=0
y = 0.5

[State 40500, 2]
type = HitDef
trigger1 = GameTime % 2 = 0
attr = A, HP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 125,8)*(1+((root,var(30)=3)*0.5)),0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s551
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -6
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[state a];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 70500, Changstate]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= -35
value = 20501
;===========================================================================
;(HELPERノーマルモード特殊武器７衝撃波消滅
;===========================================================================
[StateDef 20501]
type = S
movetype= A
physics = N
velset = 0,0
anim = 20501

[State 40501]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 59
value = 611,0

[State 40501]
type = posset
trigger1 = time = 0
y = -35

[State 70501, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 40501];攻撃
type = Helper
trigger1 = time <= 4
trigger2 = time >= 57
id = 20502
name = "Gennmu Zero"
sprpriority = 5
pos = 10 - random%20,-20 - random%20
postype = p1
stateno = 20502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 40501, 2]
type = HitDef
trigger1 = GameTime % 2 = 0
attr = A, HP
animtype  = hard
damage    = ifelse(root,var(26) = 1, 125,8)*(1+((root,var(30)=3)*0.5)),0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s551
sparkxy = -10,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -6
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[]
[State 40501]
type = destroyself
trigger1 = animtime = 0

[State 70501, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;===========================================================================
;(HELPERノーマルモード特殊武器７衝撃波
;===========================================================================
[StateDef 20502]
type = A
ctrl = 0
anim = 20502 + random%4
velset = 0,0
movetype = I
physics = N
sprpriority = 10


;---------------------[速度]
[State 40502]
type = velset
trigger1 = time = 0
x = -3 + (random%60)*0.1
y = -2 - (random%40)*0.1

[State 40502]
type = veladd
trigger1 = 1
y = 0.25

;---------------------[透過]
[State 40502]
type = Trans
trigger1 = 1
trans = add
alpha = 256 - var(1), 256

[State 40502]
type = varset
trigger1 = time = 0
v = 1
value = 0

[State 40502]
type = varadd
trigger1 = time > 0
v = 1
value = 8

[State 40502]
type = varset
trigger1 = time = 0
v = 2
value = 40 - random%80

[State 40502]
type = angleadd
trigger1 = 1
value = var(2)

[State 40502]
type = angledraw
trigger1 = 1

;---------------------[]
[State 40502]
type = destroyself
trigger1 = var(1) >= 256
;===========================================================================
;氷弱点エフェ
;===========================================================================
[Statedef 20600]
type = A
ctrl = 0
anim = 20600
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 3
value = 620,1
channel = 5
volume = 1

[State a]
type = PlaySnd
trigger1 = time = 59
value = 250,8
channel = 5
volume = 1

[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state a];攻撁E
type = Helper
trigger1 = time = 59
id = 21510
name = "Gennmu Zero"
sprpriority = 5
pos = -50 + random%100,-50 + random%100
postype = p1
stateno = 21510
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1



[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511

;===========================================================================
;X5トライサンダー
;===========================================================================
[Statedef 22500]
type = A
movetype = A
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 3

[State a]
type = PlaySnd
trigger1 = time = 0
value = 611,10
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34

[state a]
type = destroyself
trigger1 = animtime = 0


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 22501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 22501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 22502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 22502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 22503
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 22503
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;===========================================================================
;(HELPERXファイア特殊武器５上方向
;===========================================================================
[Statedef 22501]
movetype = A
anim = 22501

[State 52500]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 52500]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 52500]
type = Velset
trigger1 = Anim = 22501
y = -5

[State 52500]
type = Velset
trigger1 = Anim = 22504
x = 5
y = 0

[State 52500]
type = ChangeAnim
trigger1 = Pos Y < -190
trigger1 = Anim = 22501
Value = 22504

[State 52500]
type = DestroySelf
trigger1 = Movecontact
trigger2 = FrontEdgeDist <= -20
trigger3 = time >= 240

;===========================================================================
;(HELPERXファイア特殊武器５下方向
;===========================================================================
[Statedef 22502]
movetype = A
anim = 22501

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[State 52501]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 52501]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 55501]
type = Velset
trigger1 = Anim = 22501
y = 5

[State 52501]
type = Velset
trigger1 = Anim = 22504
x = 5
y = 0

[State 52501]
type = ChangeAnim
trigger1 = Pos Y > -1
trigger1 = Anim = 22501
Value = 22504

[State 52501]
type = Velset
trigger1 = time = 0
y = 5

[State 52501]
type = DestroySelf
trigger1 = Movecontact
trigger2 = FrontEdgeDist <= -20
trigger3 = time >= 240

;===========================================================================
;(HELPERXファイア特殊武器５前方向
;===========================================================================
[Statedef 22503]
movetype = A
anim = 22502

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[State 52502]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "PSsigmaX1"
trigger5 = enemy,name = "Vajurila_FF"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 52502]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 52502]
type = Velset
trigger1 = Anim = 22502
x = 5

[State 52502]
type = Velset
trigger1 = Anim = 22504
x = 0
y = -2

[State 52502]
type = ChangeAnim
trigger1 = FrontEdgeDist <= 5
trigger1 = Anim = 22502
Value = 22504

[State 52502]
type = changestate
trigger1 = Movecontact
trigger2 = time >= 240
value = 511
;===========================================================================
;�g���C�T���_�[������
;===========================================================================
[Statedef 24500]
movetype = A
anim = 24500

[State 810]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 0
value = 611,20
channel = 2

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33

[State 810]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=2)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s615,0
guardsound = s615,0
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Final Sigma W"
trigger2 = enemy,name = "PSsigmaX1"
trigger3 = enemy,name = "Vajurila_FF"
trigger4 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019"
trigger5 = enemy,name = "X5 Shadow Devil"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 810]
type = Velset
trigger1 = time = 0
x = 1.6

[State 810]
type = changestate
trigger1 = Movecontact
Trigger2 = MoveReversed
trigger3 = FrontEdgeDist <= -1
value = 24501
;===========================================================================
;�V���b�g�K���A�C�X�X�e
;===========================================================================
[Statedef 24501]
type = A
ctrl = 0
anim = 24500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 0
value = 611,20

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[State 630, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a];�U��
type = Helper
trigger1 = time = 2
id = 24503
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 24503
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a];�U��
type = Helper
trigger1 = time = 2
id = 24504
name = "X Buster"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 24503
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1


[state a]
type = destroyself
trigger1 = time = 3

;===========================================================================
;�g���C�T���_�[������
;===========================================================================
[Statedef 24503]
movetype = A
anim = 24500

[State 811]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];攻撃
type = Helper
triggerall = root,numhelper(10600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Final Sigma W"
trigger2 = enemy,name = "PSsigmaX1"
trigger3 = enemy,name = "Vajurila_FF"
trigger4 = enemy,name = "Rainy Turtloid Lvl. 96 Update 7.21.2019"
trigger5 = enemy,name = "X5 Shadow Devil"
id = 10600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 10600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 811]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=2)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 810]
type = Velset
trigger1 = ishelper(24503)
y = 10

[State 810]
type = Velset
trigger1 = ishelper(24504)
y = -10

[State 810]
type = DestroySelf
trigger1 = time = 60
;===========================================================================
;ソウルボディ
;===========================================================================
[Statedef 30500]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 52, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,1

[State -2, 1000]
type = BindToRoot
trigger1 = time >= 2
time = -1
facing = 1
pos = 35,0

[State -2, 画像��E色]
type = PalFX
trigger1 = gametime%7 = 0
time = 6           ;画像��E色を変化させる時間（フレーム�E�E
add = (random%256),(random%256),(random%256)       ;画像��E色合い�E�赤,緁E青��E�E��E��E��E�E
mul = (random%256),(random%256),(random%256)
sinadd = (random%256),(random%256),(random%256),6  ;振幁E��,振幁E��E振幁E��,周朁E
IgnoreHitPause = 1

[State -2, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255
ignorehitpause = 1

[State 0, ChangeAnim]
type = changeanim
trigger1 = anim != root, anim
value = root, anim

[State 190, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 55500]
type = HitDef
trigger1 = time%6 = 0
attr = A, SA
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)),0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Ground Scaravich"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = time % 4 = 0 && time >= 150
trigger2 = time % 4 = 2 && time >= 195
flag = Invisible

[State 370, Destroyed]
type = Destroyself
trigger1=Lose=1
trigger2 = Win=1
trigger3 =DrawGame=1
trigger4 = root, StateNo = [2000,3001]
trigger5 = time = 240

;===========================================================================
;扁E衁E爁E��点エフェ
;===========================================================================
[Statedef 30600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time%8 = 0
anim = 30600
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = .8,.8
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 250,1
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(20*(enemy,name= "VAVA MK2" && enemy,var(58)=0))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511

;===========================================================================
;X5ウィルレーザー
;===========================================================================
[Statedef 32500]
movetype = A
physics  = N
anim = 32500
ctrl = 1

[State a]
type = PlaySnd
trigger1 = time = 0
trigger1 = numhelper(33500) < 1
value = 612,10
channel = 2

[State 55500]
type = DestroySelf
trigger1 = numhelper(33500) >= 1

[State a]
type = parentvarset
trigger1 = 1
var(8) = 14

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34

[State 54500, 1000]
type = null;turn
trigger1 = facing != root, facing

[State 54500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 54500];発射直後アニメ
type = ChangeAnim
trigger1 = time = 0
value = 22500
Persistent = 0

[State 54500]
Type = VelSet
Trigger1 = Time = 0
X = 2*ifelse(root,var(30)=3,1.5,1)
Persistent = 0

[State 54500, blah]
type = AngleDraw
trigger1 = 1
;----------------------------------------------------------------------------
;----------------------------------------------------------------------------

[State 54500, blah]
type = AngleSet
triggerall = Root,var(30) = 3
triggerall = Root,command = "UF"
trigger1 = Vel y > floor(0)
trigger2 = Vel y < floor(0)
value = 44

[State 54500]
Type = VelSet
triggerall = Root,var(30) = 3
triggerall = Root,command = "UF"
trigger1 = Vel y > floor(0)
trigger2 = Vel y < floor(0)
X = 1.6*ifelse(root,var(30)=3,1.5,1)
Y = -1.6*ifelse(root,var(30)=3,1.5,1)

;----------------------------------------------------------------------------

[State 54500, blah]
type = AngleSet
triggerall = Root,var(30) = 3
triggerall = Root,command = "UB"
trigger1 = Vel x > floor(0)
trigger2 = Vel x < floor(0)
value = 134

[State 54500]
Type = VelSet
triggerall = Root,var(30) = 3
triggerall = Root,command = "UB"
trigger1 = Vel x > floor(0)
trigger2 = Vel x < floor(0)
X = -1.6*ifelse(root,var(30)=3,1.5,1)
Y = -1.6*ifelse(root,var(30)=3,1.5,1)

;----------------------------------------------------------------------------

[State 54500, blah]
type = AngleSet
triggerall = Root,var(30) = 3
triggerall = Root,command = "DB"
trigger1 = Vel y > floor(0)
trigger2 = Vel y < floor(0)
value = 224

[State 54500]
Type = VelSet
triggerall = Root,var(30) = 3
triggerall = Root,command = "DB"
trigger1 = Vel y > floor(0)
trigger2 = Vel y < floor(0)
X = -1.6*ifelse(root,var(30)=3,1.5,1)
Y = 1.6*ifelse(root,var(30)=3,1.5,1)

;----------------------------------------------------------------------------

[State 54500, blah]
type = AngleSet
triggerall = Root,var(30) = 3
triggerall = Root,command = "DF"
trigger1 = Vel x > floor(0)
trigger2 = Vel x < floor(0)
value = 314

[State 54500]
Type = VelSet
triggerall = Root,var(30) = 3
Triggerall = Root,command = "DF"
trigger1 = Vel x > floor(0)
trigger2 = Vel x < floor(0)
X = 1.6*ifelse(root,var(30)=3,1.5,1)
Y = 1.6*ifelse(root,var(30)=3,1.5,1)

;----------------------------------------------------------------------------

[State 54500, blah]
type = AngleSet
triggerall = Root,command = "fwd"
trigger1 = Vel y > floor(0)
trigger2 = Vel y < floor(0)
value = 0

[State 54500]
Type = VelSet
triggerall = Root,command = "fwd"
trigger1 = Vel y > floor(0)
trigger2 = Vel y < floor(0)
X = 2*ifelse(root,var(30)=3,1.5,1)
Y = 0

;----------------------------------------------------------------------------

[State 54500, blah]
type = AngleSet
triggerall = Root,command = "up"
trigger1 = Vel x > floor(0)
trigger2 = Vel x < floor(0)
value = 90

[State 54500]
Type = VelSet
triggerall = Root,command = "up"
trigger1 = Vel x > floor(0)
trigger2 = Vel x < floor(0)
X = 0
Y = -2*ifelse(root,var(30)=3,1.5,1)

;----------------------------------------------------------------------------

[State 54500, blah]
type = AngleSet
triggerall = Root,command = "back"
trigger1 = Vel y > floor(0)
trigger2 = Vel y < floor(0)
value = 180

[State 54500]
Type = VelSet
triggerall = Root,command = "back"
trigger1 = Vel y > floor(0)
trigger2 = Vel y < floor(0)
X = -2*ifelse(root,var(30)=3,1.5,1)
Y = 0

;----------------------------------------------------------------------------

[State 54500, blah]
type = AngleSet
triggerall = Root,command = "down"
trigger1 = Vel x > floor(0)
trigger2 = Vel x < floor(0)
value = 270

[State 54500]
Type = VelSet
Triggerall = Root,command = "down"
trigger1 = Vel x > floor(0)
trigger2 = Vel x < floor(0)
X = 0
Y = 2*ifelse(root,var(30)=3,1.5,1)

;----------------------------------------------------------------------------
[State 54500]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,95)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "skiver"
trigger2 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger3 = enemy,name = "VAVA MK2"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 54500]
type = helper
trigger1 = time = 11
helpertype = normal
name = "Will2"
ID = 32502
stateno = 32502
pos = -16,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
size.xscale = 0.9
size.yscale = 0.9

[State 54500]
type = helper
trigger1 = time = 11
helpertype = normal
name = "Will5"
ID = 32501
stateno = 32501
pos = -16,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
size.xscale = 0.9
size.yscale = 0.9

[State 54500]
type = DestroySelf
trigger1 = FrontEdgeDist <= floor(-20)
trigger2 = BackEdgeDist <= floor(-20)
trigger3 = Pos Y < floor(-220)
trigger4 = Pos Y > floor(20)
trigger5 = Movecontact
trigger6 = root,stateno = 3000

;===========================================================================
;(HELPERアルティメット特殊武器５光大
;===========================================================================
[Statedef 32501]
movetype = I
physics  = N
Anim     = 32501

[State 54501, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 54501]
Type = VelSet
Trigger1 = Time = 0
X = 2
Persistent = 0

[State 54501]
Type = BindToParent
Trigger1 = Parent,Vel X = 1.6*ifelse(root,var(30)=3,1.5,1)
Trigger1 = Parent,Vel y = -1.6*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = -12,12

[State 54501]
Type = BindToParent
Trigger1 = Parent,Vel X = -1.6*ifelse(root,var(30)=3,1.5,1)
Trigger1 = Parent,Vel y = -1.6*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 12,12

[State 54501]
Type = BindToParent
Trigger1 = Parent,Vel X = -1.6*ifelse(root,var(30)=3,1.5,1)
Trigger1 = Parent,Vel y = 1.6*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 11,-11

[State 54501]
Type = BindToParent
Trigger1 = Parent,Vel X = 1.6*ifelse(root,var(30)=3,1.5,1)
Trigger1 = Parent,Vel y = 1.6*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = -11,-11


[State 54501]
Type = BindToParent
Trigger1 = Parent,Vel X = 2*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = -16,0

[State 54501]
Type = BindToParent
Trigger1 = Parent,Vel X = -2*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 16,0

[State 54501]
Type = BindToParent
Trigger1 = Parent,Vel Y = -2*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 0,15

[State 54501]
Type = BindToParent
Trigger1 = Parent,Vel Y = 2*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 0,-15



[State 54501]
type = DestroySelf
trigger1 = Numhelper(32500) = 0


;===========================================================================
;(HELPERアルティメット特殊武器５光小
;===========================================================================
[Statedef 32502]
movetype = I
physics  = N
Anim     = 32502

[State 54502, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 54502]
Type = VelSet
Trigger1 = Time = 0
X = 2
Persistent = 0

[State 54502]
Type = BindToParent
Trigger1 = Parent,Vel X = 1.6*ifelse(root,var(30)=3,1.5,1)
Trigger1 = Parent,Vel y = -1.6*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = -12,12

[State 54502]
Type = BindToParent
Trigger1 = Parent,Vel X = -1.6*ifelse(root,var(30)=3,1.5,1)
Trigger1 = Parent,Vel y = -1.6*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 12,12

[State 54502]
Type = BindToParent
Trigger1 = Parent,Vel X = -1.6*ifelse(root,var(30)=3,1.5,1)
Trigger1 = Parent,Vel y = 1.6*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 11,-11

[State 54502]
Type = BindToParent
Trigger1 = Parent,Vel X = 1.6*ifelse(root,var(30)=3,1.5,1)
Trigger1 = Parent,Vel y = 1.6*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = -11,-11

[State 54502]
Type = BindToParent
Trigger1 = Parent,Vel X = 2*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 0,0

[State 54502]
Type = BindToParent
Trigger1 = Parent,Vel X = -2*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 0,0

[State 54502]
Type = BindToParent
Trigger1 = Parent,Vel Y = -2*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 0,0

[State 54502]
Type = BindToParent
Trigger1 = Parent,Vel Y = 2*ifelse(root,var(30)=3,1.5,1)
Time = -1
Facing = 0
Pos = 0,0

[State 54502, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible

[State 54502, 残像]
type = AfterImage
trigger1 = time = 0
time = -1                   ;残像が出ている時間（フレーム）
PalBright   =  0, 0, 0  ;残像の色の明るさ（赤,緑,青・ＲＧＢ）
PalContrast =  256, 256, 256  ;残像の色合い　　（赤,緑,青・ＲＧＢ）
PalAdd      = 0,0,0  ;残像の色の加算値（赤,緑,青・ＲＧＢ）
PalMul      = 1.00,1.00,1.00  ;残像の色の乗算値（赤,緑,青・ＲＧＢ・float）
Trans = Add                ;残像の透過処理（Add,Add1,Sub,None,AddAlpha）
TimeGap  = 2              ;残像の表示をスキップする間隔（デフォルトは1）
FrameGap = 4               ;残像の形を変化させる間隔（デフォルトは4）
length = 20
PalColor = 256
;----------------------------------------------------------------------------

[State 54502]
type = DestroySelf
trigger1 = Numhelper(32500) = 0
;===========================================================================
;ラッシングバーナー
;===========================================================================
[Statedef 34500]
type = A
ctrl = 0
anim = 34500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 612,20
channel = 2
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 255,255


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 32500]
type = changestate
triggerall = root,fvar(36) >= 1
trigger1 = time = 0
value = 34501

[State 32500]
type = velset
trigger1 = animelem = 1
x = 6

[State 32500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 32500, Explod]
type = Explod
trigger1 = !(time%6)
anim = 34503+random%2
ID = 34503
pos = -8,-4+random%8
postype = p1  ;p2,front,back,left,right
vel = -2.5,-4+random%8
sprpriority = 1
random = 0,28
removetime = -2
pausemovetime = 0
scale = 1,1
removeongethit =1

[State 32500];攻撃
type = Helper
triggerall = pos y >= -32 
trigger1 = !(time%5)
id = 34502
name = "X Buster"
sprpriority = 5
pos = -7,0
postype = p1
stateno = 34502
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State 32500]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 32500]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1


[state a];攻撃
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_x4"
trigger6 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 32500, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, SP
animtype  = medium
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s32501
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 32500]
type = destroyself
trigger1 = frontedgedist <= -10
trigger2 = backedgedist <= -10
trigger3 = time = 150
trigger4 = movecontact >= 3

;===========================================================================
;ラッシングバーナー水中
;===========================================================================
[Statedef 34501]
type = A
ctrl = 0
anim = 34501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 32500]
type = velset
trigger1 = animelem = 1
x = 6

[State 32500]
type = nothitby
trigger1 = 1
value = SCA
time = -1


[State 32500]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 32500]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1


[State 32500, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, SP
animtype  = medium
damage = 10*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s32501
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 32500]
type = changestate
trigger1 = movecontact
value = 512

[State 32500]
type = destroyself
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
trigger3 = time = 150
;===========================================================================
;(HELPERXファイア特殊武器３残り火
;===========================================================================
[Statedef 34502]
movetype = A
anim = 34502

[State 32502]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[state a];攻撃
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_x4"
trigger6 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 32502]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 18,3)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 32502]
type = posset
trigger1 = 1
y = 0

[State 32502]
type = Velset
trigger1 = Pos Y <= -1
y = 5

[State 32502]
type = Velset
trigger1 = Pos Y > -1
x = 4
y = 0

[State 32502]
type = DestroySelf
trigger1 = Movecontact
trigger2 = FrontEdgeDist <= -20

;===========================================================================
;X4ライジングファイア
;===========================================================================
[Statedef 40500]
movetype = A
anim = 40500
sprpriority = 5

[State 42500]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State a]
type = PlaySnd
trigger1 = time = 0
value = 613,0

[State 42500]
type = DestroySelf
triggerall = root,fvar(36) >= 1
trigger1 = time = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_X4"
trigger6 = enemy,name = "Commander Yammark Extreme Mode"
trigger7 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 42500]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 188,31)*(1+((root,var(30)=3)*0.5)),0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 42500]
type = Velset
trigger1 = 1
x = 0
y = -5

[State 42500]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20
trigger2 = Pos Y < -210

;===========================================================================
;炎弱点エフェ
;===========================================================================
[Statedef 40600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -54 + random%36,-54 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -54 + random%36,-18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -54 + random%36,18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -18 + random%36,-54 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -18 + random%36,-18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = -18 + random%36,18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = 18 + random%36,-54 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = 18 + random%36,-18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time = 0
anim = 40600
pos = 18 + random%36,18 + random%36
postype = p2
bindtime = -1
removetime = 59
scale = 1,1
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 250,2
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(80*(ifelse(enemy,name= "Frost Walrus 7.17.2019 (A.I.) Update",1,0)))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511
;===========================================================================
;X5ジェルシェイバー
;===========================================================================
[Statedef 42500]
movetype = A
physics  = N
sprpriority = 3
Anim     = 42500

[State a]
type = PlaySnd
trigger1 = time = 0
value = 613,10
channel = 2

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[State 1000, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 830]
type = Velset
trigger1 = time = 0
x = 5

[State 830]
type = Veladd
trigger1 = time = 0
y = 5

[State 830]
type = Velset
trigger1 = Pos Y > 1
x = 5
y = 0
Persistent = 0

[State 830]
type = ChangeAnim
trigger1 = Pos Y > 1
trigger1 = Anim != 42501
value = 42501

[state a];攻撁E
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Elecman URM Prototype v3"
trigger3 = enemy,name = "Infinity Mijinion"
trigger4 = enemy,name = "colonel_X4"
trigger5 = enemy,name = "Vajurila_FF"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 802]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 802]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20

[State 1000]
type = ChangeState
trigger1 = movecontact = 1
value = 42501

;===========================================================================
;ジェルシェイバー消滅
;===========================================================================
[Statedef 42501]
movetype = I
Anim     = 42502

[State 1000, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[state a];攻撁E
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = time = 0
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "Elecman URM Prototype v3"
trigger3 = enemy,name = "Infinity Mijinion"
trigger4 = enemy,name = "colonel_X4"
trigger5 = enemy,name = "Vajurila_FF"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 830]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 826]
type = DestroySelf
trigger1 = Animtime = 0
;===========================================================================
;スピニングブレード
;===========================================================================
[Statedef 44500]
type = S
movetype = A
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 3

[State 34500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,1
volume = 255

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 622
Facing = 1
Pos = 21,-27


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 44501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 44501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 0
id = 44502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 44501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 34500, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 511
ctrl = 0

;===========================================================================
;スピニングブレード刃
;===========================================================================
[StateDef 44501]
type = S
movetype= A
physics = N
velset = 0,0
anim = 44500

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 20500, VelAdd]
type = VelAdd
trigger1 = 1
x = -.27

[State 20500]
type = Velset
trigger1 = ishelper(44501)
trigger1 = time = 0
x = 6
y = -.8

[State 20500]
type = Velset
trigger1 = ishelper(44502)
trigger1 = time = 0
x = 6
y = .8

[State a]
type = PlaySnd
trigger1 = time >= 0
trigger1 = time%40 = 0
value = 613,20
channel = 5
volume = 1

[State a]
type = stopSnd
trigger1 = anim = 360
channel = 5

[State a]
type = PlaySnd
trigger1 = anim = 360
trigger1 = animelem = 1
value = 0,13
channel = 5
volume = 1

[State 20500]
type = changeanim
trigger1 = movecontact = 1
value = 360

[State 20500]
type = Velset
trigger1 = anim = 360
x = 0
y = 0

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 360
trigger1 = animelem = 1
id = 44505
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 44505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 360
trigger1 = animelem = 1
id = 44506
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 44505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 360
trigger1 = animelem = 1
id = 44507
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 44505
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

;---------------------[ U  ]

[State 210, 2]
type = HitDef
triggerall = time = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "Mac"
trigger5 = enemy,name = "Sting Chameleao"
attr = A, SA
animtype  = hard
damage    = 125*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,5
sparkno = s540 + random%4
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = -1
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =15
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
trigger1 = time = 1
triggerall = enemy,name != "VAVA MK2"
triggerall = enemy,name != "Commander Yammark Extreme Mode"
triggerall = enemy,name != "Split Mushroom"
triggerall = enemy,name != "Mac"
triggerall = enemy,name != "Sting Chameleao"
attr = A, SA
animtype  = hard
damage    = 62*(1+((root,var(30)=3)*0.5)), 0
priority = 5, Hit
getpower = 0,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,5
sparkno = s540 + random%4
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = -1
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -4,-6
yaccel = 0.47
fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =15
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "VAVA MK2"
trigger2 = enemy,name = "Commander Yammark Extreme Mode"
trigger3 = enemy,name = "Split Mushroom"
trigger4 = enemy,name = "Mac"
trigger5 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 34501, DestroySelf]
type = changestate
trigger1 = anim = 360
trigger1 = animtime = 0
trigger2 = stagebackedgedist < -10
value = 511

;===========================================================================
;スピニングブレード破片
;===========================================================================
[StateDef 44505]
type = S
movetype= A
physics = N
velset = 0,0
anim = 44505

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State a]
type = PlaySnd
trigger1 = time = 0
trigger1= ishelper(44505)
value = 0,13
channel = 5
volume = 1

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(44505)
value = 44505
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(44506)
value = 44506
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(44507)
value = 44507

;---------------------[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



;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 50
value = 511



;===========================================================================
;(HELPERノーマルモード特殊武器チャージ７衝撃波２
;===========================================================================
[StateDef 44506]
type = S
movetype= A
physics = N
velset = 0,0
anim = 44508


[State 71503]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[透過]

;------------------------------------[アニメ]



[State 71503, changeanim]
type = changestate
trigger1 = animtime = 0
value = 511
;===========================================================================
;グランドハンター
;===========================================================================
[Statedef 50500]
type = A
ctrl = 0
sprpriority = 5
anim = 50500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = 3


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[State 830]
type = Velset
trigger1 = time = 0
x = 8

[State 830]
type = Velset
trigger1 = time = 0
y = 4

[State 830]
type = Velset
trigger1 = Pos Y > -4
x = 8
y = 0
Persistent = 0

[State 830]
type = Velset
trigger1 = Pos Y < -4
trigger1 = root,command = "down"
x = 0
y = 8
Persistent = 0

[State 830]
type = ChangeAnim
trigger1 = Pos Y < -4
trigger1 = Anim = 50500
trigger1 = root,command = "down"
value = 50501

[State 830]
type = ChangeAnim
trigger1 = Pos Y > -4
trigger1 = Anim = 50501
value = 50502

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 210, 2]
type = HitDef
trigger1 = GameTime % 5 = 0
trigger9 = moveguarded = 3
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,8)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = s540 + random%4
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "CrescentGrizzly"
trigger3 = enemy,name = "X4 Slash Beast"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 45500];攻撁E
type = Helper
trigger1 = time = 0
id = 50503
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 50503
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 45500];攻撁E
type = Helper
trigger1 = time = 0
id = 50506
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 50506
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = movecontact
trigger2 = movereversed
value = 50511

[state a]
type = changestate
trigger1 = frontedgedist <= -100
trigger2 = backedgedist <= -100
value = 511

;---------------------------------------------------------------------------
; パーツ
[Statedef 50503]
type = S
ctrl = 0
anim = 50503
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]

[State -2, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255
ignorehitpause = 1

;---------------------[移動]

[State 1410, a0]
type = BindToParent
trigger1 = 1
pos = 0,0


;---------------------[透過]


[State 45502, ChangeAnim]
type = ChangeAnim
trigger1 = parent,anim = 50500
value = 50503
persistent = 0

[State 45502, ChangeAnim]
type = ChangeAnim
trigger1 = parent,anim = 50501
value = 50504
persistent = 0

[State 45502, ChangeAnim]
type = ChangeAnim
trigger1 = parent,anim = 50502
value = 50505
persistent = 0

;---------------------[ステート移行]
[state a]
type = destroyself
trigger1 = parent,stateno!=50500

;---------------------------------------------------------------------------
; パーツ
[Statedef 50506]
type = S
ctrl = 0
anim = 50506
velset = 0,0
sprpriority = 10

;---------------------[アニメーション]

[State -2, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255
ignorehitpause = 1

;---------------------[移動]

[State 1410, a0]
type = BindToParent
trigger1 = 1
pos = 0,0


;---------------------[透過]


[State 45502, ChangeAnim]
type = ChangeAnim
trigger1 = parent,anim = 50500
value = 50506
persistent = 0

[State 45502, ChangeAnim]
type = ChangeAnim
trigger1 = parent,anim = 50501
value = 50507
persistent = 0

[State 45502, ChangeAnim]
type = ChangeAnim
trigger1 = parent,anim = 50502
value = 50508
persistent = 0

;---------------------[ステート移行]
[state a]
type = destroyself
trigger1 = parent,stateno!=50500

;===========================================================================
;�����o�X�^�[�q�b�g
;===========================================================================
[Statedef 50511]
type = A
ctrl = 0
anim = 50509
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State a]
type = removeExplod
trigger1 = time = 0
id = 505

[state a]
type = parentvarset
trigger1 = time = 0
v = 51
value = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = time = 0
trigger1 = enemy,name = "MetalSharkPlayer"
trigger2 = enemy,name = "CrescentGrizzly"
trigger3 = enemy,name = "X4 Slash Beast"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = destroyself
trigger1 = animtime = 0


;===========================================================================
;水弱点エフェ
;===========================================================================
[Statedef 50600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = PlaySnd
trigger1 = time = 1
value = 250,3
channel = 5
volume = 1

[State 2002, Explod]
type = Explod
trigger1 = time%5 = 0
anim = 50600
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1.6,1.6
ontop = 1
ownpal = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511


;===========================================================================
;X5ウィングスパイラル
;===========================================================================
[Statedef 52500]
type = A
ctrl = 0
anim = 52500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State a]
type = PlaySnd
trigger1 = time = 0
value = 614,10
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;-------------------------


[State 72500, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(root,command="holdfwd",3.6,0)
y = -4

;-------------------------

[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Dynamo"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "mattrex"
trigger4 = enemy,name = "Double"
trigger5 = enemy,name = "Burnin' Noumander"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]


[State 54500]
type = helper
trigger1 = numhelper(52500) < 5
trigger1 = animelem = 5
helpertype = normal
name = "Will5"
ID = 52500
stateno = 52501
pos = 0,8
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

;---------------------[]
[State 74500, 20]
type = ChangeState
trigger1 = time = 150
trigger2 = Pos Y < floor(-220)
value = 52505

;===========================================================================
;X5ウィングスパイラル
;===========================================================================
[Statedef 52501]
type = A
ctrl = 0
anim = 52500
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State 54502]
Type = BindToParent
Trigger1 = 1
Time = -1
Facing = 1
Pos = 0,8

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 72500, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;-------------------------


[State 72500, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = -4

;-------------------------

[State 72500]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 72500]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 72500]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Dynamo"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "mattrex"
trigger4 = enemy,name = "Double"
trigger5 = enemy,name = "Burnin' Noumander"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
trigger1 = time = 1
trigger2 = moveguarded = 3
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------[透過]


[State 54500]
type = helper
trigger1 = numhelper(52500) < 5
trigger1 = animelem = 5
helpertype = normal
name = "Will5"
ID = 52500
stateno = 52501
pos = 0,8
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

;---------------------[]
[State 74500, 20]
type = ChangeState
trigger1 = time = 150
trigger2 = Pos Y < floor(-220)
trigger3 = parent,stateno != [52500,52501]
value = 52505

;===========================================================================
;ウィングスパイラルー消滅
;===========================================================================
[Statedef 52505]
movetype = I
Anim     = 52501

[State 1000, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 830]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 826]
type = DestroySelf
trigger1 = Animtime = 0
;===========================================================================
;フロストシールド
;===========================================================================
[StateDef 54500]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
sprpriority = 4
anim = 54500


[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 24,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 24,-26

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 622
Facing = 1
Pos = 21,-27



[State 630, VelSet]
type = VelSet
trigger1 = time >= 40
x = 3.6
y = 0

[state a];攻撃
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
triggerall = !(p2name = "Elecman URM Prototype v3" && p4name = "Elecman URM Prototype v3")
triggerall = !(p2name = "Infinity Mijinion" && p4name = "Infinity Mijinion")
triggerall = !(p2name = "colonel_X4" && p4name = "colonel_X4")
triggerall = !(p2name = "Vajurila_FF" && p4name = "Vajurila_FF")
triggerall = !(p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
triggerall = enemy,name != "Spark Mandriller"
trigger1 = !movecontact
attr = A, SA
animtype  = hard
damage = 32*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 72500, 2]
type = HitDef
triggerall = !movecontact
trigger1 = (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")
trigger2 = (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")
trigger3 = (p2name = "colonel_X4" || p4name = "colonel_X4")
trigger4 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
trigger5 = (p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
trigger6 = enemy,name = "Spark Mandriller"
attr = A, SA
animtype  = hard
damage = 125*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 20501, VelSet]
type = changeanim
trigger1 = StageFrontEdgeDist < 0
trigger2 = movecontact = 1
value = 9990


[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54503
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54503
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54510
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54511
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54512
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54513
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54514
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 8
id = 54501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 8
id = 54502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54502
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 74500, 20]
type = ChangeState
trigger1 = anim = 9990
trigger2 = animtime = 0
value = 511
;===========================================================================
;フロストシールド氷
;===========================================================================
[Statedef 54501]
type = A
ctrl = 0
anim = 54501
velset = 0,0
movetype = A
physics = N
sprpriority = 4

[State a]
type = PlaySnd
trigger1 = time = 21
value = 614,22
channel = 5
volume = 1

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 12

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoparent
trigger1 = 1
pos = 6,1
facing = 1

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

;-------------------------
[state a]
type = changestate
trigger1 = parent,stateno != 54500
value = 511

;===========================================================================
;フロストシールドジェット
;===========================================================================
[Statedef 54502]
type = A
ctrl = 0
anim = 54502
velset = 0,0
movetype = A
physics = N
sprpriority = 4



[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 4

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoparent
trigger1 = 1
pos = -9,0
facing = 1



;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

;-------------------------
[state a]
type = changestate
trigger1 = parent,stateno != 54500
value = 511

;===========================================================================
;フロストシールドヒット落下
;===========================================================================
[StateDef 54503]
type = S
movetype= A
physics = N
velset = 0,0
anim = 54503

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

;---------------------[アニメーション]
;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -1.6
y = -3

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]


;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > -3
value = 54505


;===========================================================================
;フロストシールド接地
;===========================================================================
[StateDef 54505]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
sprpriority = 4
anim = 54505


[State 1541, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State a]
type = PlaySnd
trigger1 = time = 0
value = 614,20
channel = 2


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow



[state a];攻撃
type = Helper
triggerall = root,numhelper(20600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vajurila_FF"
trigger2 = enemy,name = "Infinity Mijinion"
trigger3 = enemy,name = "colonel_X4"
trigger4 = enemy,name = "Elecman URM Prototype v3"
id = 20600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 20600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 72500, 2]
type = HitDef
triggerall = !(p2name = "Elecman URM Prototype v3" && p4name = "Elecman URM Prototype v3")
triggerall = !(p2name = "Infinity Mijinion" && p4name = "Infinity Mijinion")
triggerall = !(p2name = "colonel_X4" && p4name = "colonel_X4")
triggerall = !(p2name = "Vajurila_FF" && p4name = "Vajurila_FF")
triggerall = !(p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
triggerall = enemy,name != "Spark Mandriller"
trigger1 = !movecontact
attr = A, SA
animtype  = hard
damage = 32*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 72500, 2]
type = HitDef
triggerall = !movecontact
trigger1 = (p2name = "Elecman URM Prototype v3" || p4name = "Elecman URM Prototype v3")
trigger2 = (p2name = "Infinity Mijinion" || p4name = "Infinity Mijinion")
trigger3 = (p2name = "colonel_X4" || p4name = "colonel_X4")
trigger4 = (p2name = "Vajurila_FF" || p4name = "Vajurila_FF")
trigger5 = (p2name = "Acid Seahorse" || p4name = "Acid Seahorse")
trigger6 = enemy,name = "Spark Mandriller"
attr = A, SA
animtype  = hard
damage = 125*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkno = 552
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 20501, VelSet]
type = changeanim
trigger1 = movecontact = 1
trigger2 = time = 120
trigger2 = !movecontact
value = 9990


[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54507
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54507
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54510
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54511
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54512
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54513
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = anim = 9990
trigger1 = animelem = 1,=0
id = 54514
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54510
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 10
id = 54506
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 54506
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 74500, 20]
type = ChangeState
trigger1 = anim = 9990
trigger2 = animtime = 0
value = 511

;===========================================================================
;フロストシールド氷
;===========================================================================
[Statedef 54506]
type = A
ctrl = 0
anim = 54506
velset = 0,0
movetype = A
physics = N
sprpriority = 4

[State a]
type = PlaySnd
trigger1 = time = 21
value = 614,22
channel = 5
volume = 1

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 12

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = bindtoparent
trigger1 = 1
pos = 0,-5
facing = 1

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

;-------------------------
[state a]
type = changestate
trigger1 = parent,stateno != 54505
value = 511

;===========================================================================
;フロストシールドヒット落下2
;===========================================================================
[StateDef 54507]
type = S
movetype= A
physics = N
velset = 0,0
anim = 54507

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State a]
type = PlaySnd
trigger1 = time = 0
value = 614,23
channel = 2

;---------------------[アニメーション]
;---------------------[移動]
[state a]
type = velset
trigger1 = time = 0
x = -4+(random%80)*0.1
y = -3-(random%50)*0.1

[state a]
type = veladd
trigger1 = 1
y = 0.3

;---------------------[透過]


;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 50
value = 511

;===========================================================================
;フロストシールドヒット落下2
;===========================================================================
[StateDef 54510]
type = S
movetype= A
physics = N
velset = 0,0
anim = 54510

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State a]
type = PlaySnd
trigger1= ishelper(54510)
trigger1 = time = 0
value = 614,23
channel = 2

;---------------------[アニメーション]
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(54510)
value = 54510
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(54511)
value = 54511
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(54512)
value = 54512
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(54513)
value = 54513
[state a]
type = changeanim
trigger1 = time = 0
trigger1= ishelper(54514)
value = 54514
;---------------------[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]


;---------------------[ステート移行]
[state a]
type = changestate
trigger1 = pos y > 50
value = 511

;===========================================================================
;レーザー発射
;===========================================================================
[Statedef 60500]
type = A
ctrl = 0
anim = 60500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34



[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[State 75500, blah]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)

[State 75500, blah]
type = AngleDraw
trigger1 = 1

[State 75500, blah]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)

[State 75500, blah]
type = AngleDraw
trigger1 = 1


[State 1331]
type = velset
trigger1 = time = 0
triggerall = root,numhelper(60513) >= 1
x = 36*((p2dist x)/(abs(p2dist x) + abs(p2dist y - 30) + 0.00000001))
y = 36*((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 = velset
trigger1 = time = 0
triggerall = root,numhelper(60513) < 1
x = 60
;y = 9 * ((p2dist y + 31) / (abs(p2dist x - 26) + abs(p2dist y + 31) + 0.0000001))

[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "skiver"
trigger2 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger3 = enemy,name = "VAVA MK2"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1




[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
trigger1 = frontedgedist< -100
trigger2 = movecontact = 1
trigger3 = movereversed
trigger4 = time = 60
value = 511

;===========================================================================
;エイミング目盛り
;---------------------------------------------------------------------------
[Statedef 60510]
type = A
ctrl = 0
anim = 60510
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
Trigger1 = 1
Facing = 1
Pos = root,Const(Size.Mid.Pos.X),root,Const(Size.Mid.Pos.Y)-6

[state a];プラズマチャージショチE��
type = Helper
trigger1 = numhelper(60511) < 1
name = "Plasma Charge Shot"
sprpriority = 5
id = 60511
pos = 0, 0
postype = p1
stateno = 60511
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = numhelper(60512) < 1
name = "Plasma Charge Shot"
sprpriority = 5
id = 60512
pos = 0, 0
postype = p1
stateno = 60512
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = numhelper(60513) < 1
trigger1 = var(44) = 1
name = "Plasma Charge Shot"
sprpriority = 5
id = 60513
pos = 0, -20
postype = p2
stateno = 60513
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 55500]
type = DestroySelf
trigger1 = root,var(58) != 6
trigger2 = root,stateno = 8010
;===========================================================================
;ロックオン
;===========================================================================
[Statedef 60513]
type = A
ctrl = 0
anim = 60513
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 615,1
channel = 5

[state a]
type = posset
trigger1 = 1
x = enemynear,pos X
y = enemynear,pos Y - 20

[state a]
type = null;posset
trigger1 = 1
x = root,Const(Size.Mid.Pos.X)
y = root,Const(Size.Mid.Pos.Y)

[State 55500]
type = DestroySelf
trigger1 = root,var(58) != 6
trigger2 = root,stateno = [3000,3011]&&root,var(30)<3
trigger3 = root,stateno = 8010
trigger4 = root,stateno = [3010,3011]&&root,var(30)<3
;===========================================================================
;�����o�X�^�[�q�b�g
;===========================================================================
[Statedef 60511]
type = A
ctrl = 0
anim = 60511
velset = 0,0
movetype = I
physics = N
sprpriority = 5


[state a]
type = parentvaradd
trigger1 = p2bodydist X = [-12,12]
trigger2 = p2bodydist Y = [-12,12]
v = 44
value = 1


[state a]
type = null;parentvaradd
trigger1 = pos X = (enemy,pos X)
trigger1 = pos Y = (enemy,pos Y)-20
v = 53
value = 1

[State 8000]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 0
pos = 96,0
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -15
pos = 0,-96
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -14
pos = 11,-95
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -13
pos = 23,-94
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -12
pos = 35,-93
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -11
pos = 44,-88
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -10
pos = 52,-83
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -9
pos = 60,-78
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -8
pos = 66,-71
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -7
pos = 73,-63
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -6
pos = 80,-56
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -5
pos = 85,-48
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -4
pos = 88,-40
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -3
pos = 90,-30
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -2
pos = 93,-20
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -1
pos = 95,-10
facing = 1
Persistent = 1


[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 15
pos = 0,96
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 14
pos = 11,95
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 13
pos = 23,94
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 12
pos = 35,93
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 11
pos = 44,88
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 10
pos = 52,83
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 9
pos = 60,78
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 8
pos = 66,71
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 7
pos = 73,63
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 6
pos = 80,56
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 5
pos = 85,48
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 4
pos = 88,40
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 3
pos = 90,30
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 2
pos = 93,20
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 1
pos = 95,10
facing = 1
Persistent = 1

[State 55500]
type = DestroySelf
trigger1 = root,var(58) != 6
trigger2 = root,stateno = [3000,3011]
trigger3 = root,stateno = 8010
trigger4 = root,numhelper(61500) > 0
trigger5 = root,stateno = [3010,3011]

;===========================================================================
;�����o�X�^�[�q�b�g
;===========================================================================
[Statedef 60512]
type = A
ctrl = 0
anim = 60512
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State 8000]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 0
pos = 96,0
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -15
pos = 0,-96
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -14
pos = 11,-95
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -13
pos = 23,-94
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -12
pos = 35,-93
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -11
pos = 44,-88
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -10
pos = 52,-83
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -9
pos = 60,-78
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -8
pos = 66,-71
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -7
pos = 73,-63
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -6
pos = 80,-56
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -5
pos = 85,-48
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -4
pos = 88,-40
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -3
pos = 90,-30
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -2
pos = 93,-20
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = -1
pos = 95,-10
facing = 1
Persistent = 1


[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 15
pos = 0,96
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 14
pos = 11,95
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 13
pos = 23,94
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 12
pos = 35,93
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 11
pos = 44,88
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 10
pos = 52,83
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 9
pos = 60,78
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 8
pos = 66,71
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 7
pos = 73,63
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 6
pos = 80,56
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 5
pos = 85,48
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 4
pos = 88,40
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 3
pos = 90,30
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 2
pos = 93,20
facing = 1
Persistent = 1

[State 8000]
type = bindtoParent
trigger1 = root,var(45) = 1
pos = 95,10
facing = 1
Persistent = 1

[State 55500]
type = DestroySelf
trigger1 = root,var(58) != 6
trigger2 = root,stateno = [3000,3011]
trigger3 = root,stateno = 8010
trigger4 = root,numhelper(61500) > 0
trigger5 = root,stateno = [3010,3011]


;===========================================================================
;光弱点エフェ
;===========================================================================
[Statedef 60600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time%2 = 0
anim = 60600
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
triggerall = time%6 = 0
trigger1 = time = [0,30]
value = 250,4
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(20*(enemy,name= "VAVA MK2" && enemy,var(58)=0))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511

;===========================================================================
;X5スパイクローチE
;===========================================================================
[Statedef 62500]
type = A
ctrl = 0
anim = 62500
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 615,10
channel = 2

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[State 630, VelSet]
type = VelSet
trigger1 = time = 0
x = 10

[state 62500]
type = velmul
trigger1 = 1
x = 0.925

[State 630, VelSet]
type = VelSet
trigger1 = time >= 20
x = 0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "CrescentGrizzly"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 210, 2]
type = HitDef
trigger1 = anim = 62500
trigger1 = time%6 = 0
attr = A, HP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "CrescentGrizzly"
trigger2 = enemy,name = "X4 Slash Beast"
trigger3 = enemy,name = "Vile MMHX"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changeanim
trigger1 = time = 120
value = 62501

[State 2000, 4]              ; Se Repita una vez la animacion
type = MoveHitReset
trigger1 = MoveContact || movereversed
ignorehitpause = 1

[state a]
type = changestate
trigger1 = frontedgedist< -100
trigger2 = anim = 62501 && animtime = 0
value = 511
;===========================================================================
;メタルアンカー
;===========================================================================
[Statedef 64500]
type = A
ctrl = 0
anim = 64500
velset = 2.4,-4
movetype = A
physics = N
sprpriority = 5

[State 21020, VelAdd]
type = Velset
trigger1 = pos y >=-10
x = 2.4
y = -4

[State 21020, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.23

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,0
channel = 2

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = Root,anim = 265 || Root,anim = 662
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305 || Root,Anim = 622
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 44500, 1]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 10510

[state a]
type = null;hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time%6 = 0
attr = A, SP
animtype  = hard
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 6, Hit
getpower = 75,0
givepower = 0,0
hitflag = MA-
guardflag = MA
pausetime = 0,6
sparkno = -1
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "PSsigmaX1"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = frontedgedist< 0
trigger2 = pos y >=-10 && time >= 600
trigger3 = movereversed
trigger4 = movecontact
value = 512

;===========================================================================
;スナイプミサイル
;===========================================================================
[Statedef 70500]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 70500
velset = ifelse(ishelper(70501),-9,9),.5
poweradd = 0
sprpriority = 3

[State 23500]
type = turn
trigger1 = time = 0
trigger1 = ishelper(70501)

[State a]
type = PlaySnd
trigger1 = time = 0
value = 616,0
channel = 2

[State a]
type = PlaySnd
trigger1 = time = 0
value = 616,1
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 74500, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 1200]
type = velmul
trigger1 = 1
x = 0.925

[State 1200]
type = velmul
trigger1 = time >= 10
y = 0.925

[State 21020, VelAdd]
type = VelAdd
trigger1 = time < 29
y = -0.23

[State 21020, VelAdd]
type = Velset
trigger1 = movecontact
trigger1 = movereversed
x = 0
y = 0



[state a];攻撁E
type = Helper
triggerall = root,numhelper(70600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Dynamo"
trigger2 = enemy,name = "Fireman URM Shircan"
trigger3 = enemy,name = "mattrex"
trigger4 = enemy,name = "Double"
trigger5 = enemy,name = "Burnin' Noumander"
id = 70600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 70600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 74500, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
air.fall = 1

[State 74500, 20]
type = ChangeState
trigger1 = time = 64
trigger2 = frontedgedist <= -1
trigger3 = backedgedist <= -1
value = 511

;===========================================================================
;�����o�X�^�[�q�b�g
;===========================================================================
[Statedef 70502]
type = A
ctrl = 0
anim = 70502
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 0,13
channel = 2

[state a]
type = destroyself
trigger1 = animtime = 0


;===========================================================================
;風弱点エフェ
;===========================================================================
[Statedef 70600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time%5 = 0
anim = 70600+random%4
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%5 = 0
anim = 70604+random%4
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%5 = 0
anim = 70608+random%4
pos = -50 + random%100,-75 + random%100
postype = p2
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 250,5
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(20*(enemy,name= "VAVA MK2" && enemy,var(58)=0))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50
;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511

;===========================================================================
;アローレイ
;===========================================================================
[Statedef 74500]
movetype = A
anim = 74500

[State a]
type = PlaySnd
trigger1 = time = 0
value = 200,1
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = Root,anim = 265 || Root,anim = 662
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305 || Root,Anim = 622
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34



[State 60500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 60500]
type = Explod
trigger1 = FrontEdgeDist <= -1
anim = 74502
id = 74502
pos = 0,0
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60500]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Commander Yammark Extreme Mode"
trigger4 = enemy,name = "Split Mushroom"
trigger5 = enemy,name = "Vile MMHX"
trigger6 = enemy,name = "skiver"
trigger7 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger8 = enemy,name = "VAVA MK2"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 60500]
type = Velset
trigger1 = time = 0
x = 4.6

[State 60500, PosSet]
type = PosSet
trigger1 = 1
y = root, pos y - 30

[State 60500]
type = VarSet
trigger1 = !var(59)
trigger1 = FrontEdgeDist > -1
fvar(34) = ifelse(root,Command = "holddown", 1, 0)

[State 60500]
type = changestate
trigger1 = FrontEdgeDist <= -1
value = 74501

;===========================================================================
;(HELPERノーマルモード特殊武器６壁反射
;===========================================================================
[Statedef 74501]
type = A
ctrl = 0
anim = 74501
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State 60501, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 60501]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 245,50

[state a];攻撁E
type = Helper
triggerall = root,numhelper(60600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "X5 Shadow Devil"
trigger2 = enemy,name = "Final Sigma W"
trigger3 = enemy,name = "Commander Yammark Extreme Mode"
trigger4 = enemy,name = "Split Mushroom"
trigger5 = enemy,name = "Vile MMHX"
trigger6 = enemy,name = "skiver"
trigger7 = enemy,name = "Dark Necrobat Lvl. 96 Update 7.21.2019"
trigger8 = enemy,name = "VAVA MK2"
id = 60600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 60600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 60501]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 60501]
type = Explod
trigger1 = fvar(34) = 1
trigger1 = pos y >= 0
anim = 74503
id = 74503
pos = 0,0
vfacing = -1
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501];ネタ字幕
type = Explod
trigger1 = fvar(34) = 0
trigger1 = Pos Y < -190
anim = 74503
id = 74503
pos = 0,0
postype = p1
sprpriority = -4
bindtime = 1
ownpal = 1
ignorehitpause = 1
;removetime = -1; 91
pausemovetime = 99999999
supermovetime = 99999999

[State 60501, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = ifelse(fvar(34)=1,4,-4)

[state 60501]
type = destroyself
trigger1 = fvar(34) = 0
trigger1 = Pos Y < -190

[state 60501]
type = destroyself
trigger1 = fvar(34) = 1
trigger1 = pos y >= 0
;===========================================================================
;ツインスラッシャー
;===========================================================================
[Statedef 80500]
type = S
movetype = A
physics = N
anim = 80500
velset = 0,0
ctrl = 0
sprpriority = 3

[State 34500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,1
volume = 255

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 17,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 201
Facing = 1
Pos = 15,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 202
Facing = 1
Pos = 15,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 21,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 23,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 214
Facing = 1
Pos = 21,-23

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 213
Facing = 1
Pos = 27,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 215
Facing = 1
Pos = 23,-17

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 221
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 222
Facing = 1
Pos = 23,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 16,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 242
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 243
Facing = 1
Pos = 17,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 18,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 245
trigger2 = root,anim = 266
Facing = 1
Pos = 16,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 246
trigger2 = root,anim = 267
Facing = 1
Pos = 18,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 20,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 19,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 248
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-26

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 20,-31

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 249
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 21,-27


[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 21,-30

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 26,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-29

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 15,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 23,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 24,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 32,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 282
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 21,-18

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 283
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 22,-31

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 284
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 36,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 27,-27

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 22,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 14,-26

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 285
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 28,-26



[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 16,-28

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-24

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 32,-20

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 291
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 20,-25

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 31,-19

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Triggerall = Root,Anim = 292
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 36,-15

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 306
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 307
Facing = 1
Pos = 21,-27

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 15,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 316
Facing = 1
Pos = 12,-33

[State 55500]
Type = BindToRoot
Trigger1 = Root,Anim = 317
Facing = 1
Pos = 16,-33


[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 1
id = 80501
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];プラズマチャージショチE��
type = Helper
trigger1 = time = 1
id = 80502
name = "Plasma Charge Shot"
sprpriority = 5
pos = 0, 0
postype = p1
stateno = 80501
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vile MMHX"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1


[State 34500, HitDef]
type = HitDef
trigger1 = time%12 = 0
attr = S,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,hit   ;Hit,Miss,Dodge
damage = ifelse(root,var(26) = 1, 125,32)*(1+((root,var(30)=3)*0.5)), 0
pausetime = 0,40
sparkno = -1
sparkxy = 0,0
hitsound   = s400,10
guardsound = s200,4
guard.sparkno = s555
ground.type = low      ;Low,Trip,None
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,0
air.velocity = 0,0

[State 34500, DestroySelf]
type = changestate
trigger1 = animtime = 0
value = 511

[Statedef 80501]
type = A
ctrl = 0
anim = 80501
velset = 0,0
movetype = A
physics = N
sprpriority = 5


[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 630, VelSet]
type = changeanim
triggerall = time = 0
trigger1 = IsHelper(80502)
value = 80502

[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255


[state a]
type = velset
trigger1 = animelem = 1
x = 8
y = ifelse(ishelper(80501),-6.4,6.4)

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 511
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = medium
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
priority = 4, Hit
getpower = 50,0
givepower = 0,0
hitflag = MA
guardflag = MA
pausetime = 0,0
sparkno = s531
sparkxy = 0,0
guardsound = s200,4+(root,var(27)*30)
hitsound = s200,3+(root,var(27)*30)
guard.sparkno = s555
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = -2,-3
yaccel = 0.47
air.fall = 0
fall.recover = 1
ID = 1000
nochainID = 9999
palfx.time =1
palfx.mul = 230,230,250
palfx.sinadd = 255,255,255,5;palfx.sinadd = 63,65,68,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(80600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Vile MMHX"
trigger2 = enemy,name = "Mac"
trigger3 = enemy,name = "Sting Chameleao"
id = 80600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 80600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[state a]
type = changestate
trigger1 = moveguarded
value = 510

[state a]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -100
trigger3 = backedgedist <= -100
trigger4 = time = 15

;===========================================================================
;斬弱点エフェ
;===========================================================================
[Statedef 80600]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 9999
[State 1420, SprPriority]
Type = SprPriority
Trigger1 = 1
Value = 999999
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2002, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 540+random%4
pos = -40 + random%80,-15 + random%30
postype = p2
Trans = Sub
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 540+random%4
pos = -40 + random%80,-15 + random%30
postype = p2
Trans = Sub
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 540+random%4
pos = -10 + random%20,-55 + random%110
postype = p2
Trans = Sub
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 2002, Explod]
type = Explod
trigger1 = time%12 = 0
anim = 540+random%4
pos = -50 + random%100,-5 + random%10
postype = p2
Trans = Sub
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 250,6
channel = 5
volume = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y -40 -(40*(enemy,name= "VAVA MK2" && enemy,var(58)=0))

;[state a]
;type = bindtotarget
;trigger1 = 1
;time = -1
;pos = enemy,Const(Size.Mid.Pos.X),enemy,Const(Size.Mid.Pos.Y)
;x = enemy,Const(Size.Mid.Pos.X)
;y = enemy,Const(Size.Mid.Pos.Y)


[state a]
type = Trans
trigger1 = 1
trans = add
alpha = 255,255

;-------------------------
[state a]
type = changestate
trigger1 = time = 60
value = 511

;===========================================================================
;(HELPERノーマルモード特殊武器５
;===========================================================================
[Statedef 82500]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82500

[State a]
type = PlaySnd
trigger1 = time = 0
value = 617,10
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27


[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34


[State 50500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 50500]
type = DestroySelf
triggerall = root,fvar(36) >= 1
trigger1 = time = 0

[State 50500];初速度
type = velset
trigger1 = time = 0
x = 5.5
y = 2

[State 505010500]
type = velmul
trigger1 = 1
x = 0.925

[state a];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_X4"
trigger6 = enemy,name = "Commander Yammark Extreme Mode"
trigger7 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 50500]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 50500]
type = DestroySelf
trigger1 = movecontact = 3
trigger2 = FrontEdgeBodyDist <= -20

[State 50500]
type = ChangeState
trigger1 = Pos Y > 0
trigger1 = vel Y > 0
value = 82501

;===========================================================================
;(HELPERノーマルモード特殊武器５接地
;===========================================================================
[Statedef 82501]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82503
velset      = 0,0

[State 50501]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 220];炎1(大)
type = helper
trigger1 = time = 0
helpertype = normal
name = "Ground-Fire2"
ID = 82502
stateno = 82502
pos = 0,-10
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];炎2(大)
type = helper
trigger1 = time = 0
helpertype = normal
name = "Ground-Fire3"
ID = 82503
stateno = 82503
pos = 0,10
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];炎1(中)
type = helper
trigger1 = time = 5
helpertype = normal
name = "Ground-Fire4"
ID = 82504
stateno = 82504
pos = 0,-20
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];炎2(中)
type = helper
trigger1 = time = 5
helpertype = normal
name = "Ground-Fire5"
ID = 82505
stateno = 82505
pos = 0,10
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];炎1(小)
type = helper
trigger1 = time = 10
helpertype = normal
name = "Ground-Fire6"
ID = 82506
stateno = 82506
pos = 0,-20
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];炎2(小)
type = helper
trigger1 = time = 10
helpertype = normal
name = "Ground-Fire7"
ID = 82507
stateno = 82507
pos = 0,10
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉1
type = helper
trigger1 = time = 15
helpertype = normal
name = "Ground-Fire8"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉2
type = helper
trigger1 = time = 25
helpertype = normal
name = "Ground-Fire9"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉3
type = helper
trigger1 = time = 35
helpertype = normal
name = "Ground-Fire10"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉3
type = helper
trigger1 = root,var(30) = 3
trigger1 = time = 45
helpertype = normal
name = "Ground-Fire10"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉3
type = helper
trigger1 = root,var(30) = 3
trigger1 = time = 55
helpertype = normal
name = "Ground-Fire10"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉3
type = helper
trigger1 = root,var(30) = 3
trigger1 = time = 65
helpertype = normal
name = "Ground-Fire10"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉3
type = helper
trigger1 = root,var(30) = 3
trigger1 = time = 75
helpertype = normal
name = "Ground-Fire10"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉3
type = helper
trigger1 = root,var(30) = 3
trigger1 = time = 85
helpertype = normal
name = "Ground-Fire10"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501];火の粉3
type = helper
trigger1 = root,var(30) = 3
trigger1 = time = 95
helpertype = normal
name = "Ground-Fire10"
ID = 82508
stateno = 82508
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99
pausemovetime = 99
ignorehitpause = 1
;Size.XScale = 0.5
;Size.YScale = 0.5

[State 50501]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 25
trigger3 = time = 35
trigger4 = time = 45&&root,var(30)=3
trigger5 = time = 55&&root,var(30)=3
trigger6 = time = 65&&root,var(30)=3
trigger7 = time = 75&&root,var(30)=3
trigger8 = time = 85&&root,var(30)=3
trigger9 = time = 95&&root,var(30)=3
value = 617, 10

[state a];攻撃
type = Helper
triggerall = root,numhelper(50600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "Metamol Mothmeanos"
id = 50600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 50600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 50501]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 125,16)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 50501]
type = DestroySelf
trigger1 = time = 100

;===========================================================================
;(HELPERノーマルモード特殊武器５大
;===========================================================================
[Statedef 82502]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82501

[State 50502]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 50502];初速度
type = velset
trigger1 = 1
x = 2*cos(time*0.2)
y = 2*sin(time*0.2)

[State 50502]
type = DestroySelf
trigger1 = time = 99

;===========================================================================
;(HELPERノーマルモード特殊武器５大
;===========================================================================
[Statedef 82503]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82501

[State 50503]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 50503];初速度
type = velset
trigger1 = 1
x = -2*cos(time*0.2)
y = -2*sin(time*0.2)

[State 50503]
type = DestroySelf
trigger1 = time = 99

;===========================================================================
;(HELPERノーマルモード特殊武器５中
;===========================================================================
[Statedef 82504]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82500

[State 50504]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 50504];初速度
type = velset
trigger1 = 1
x = 3*cos(time*0.2)
y = 3*sin(time*0.2)

[State 50504]
type = DestroySelf
trigger1 = time = 99

;===========================================================================
;(HELPERノーマルモード特殊武器５中
;===========================================================================
[Statedef 82505]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82500

[State 50505]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 50505];初速度
type = velset
trigger1 = 1
x = -3*cos(time*0.2)
y = -3*sin(time*0.2)

[State 50505]
type = DestroySelf
trigger1 = time = 99

;===========================================================================
;(HELPERノーマルモード特殊武器５小
;===========================================================================
[Statedef 82506]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82502

[State 50506]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 50506];初速度
type = velset
trigger1 = 1
x = 3*cos(time*0.2)
y = 3*sin(time*0.2)

[State 50506]
type = DestroySelf
trigger1 = time = 99

;===========================================================================
;(HELPERノーマルモード特殊武器５小
;===========================================================================
[Statedef 82507]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82502

[State 50507]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 50507];初速度
type = velset
trigger1 = 1
x = -3*cos(time*0.2)
y = -3*sin(time*0.2)

[State 50507]
type = DestroySelf
trigger1 = time = 99

;===========================================================================
;(HELPERノーマルモード特殊武器５火の粉
;===========================================================================
[Statedef 82508]
movetype    = A
physics     = N
sprpriority = 3
Anim        = 82500

[State 50508, 0]
Type = VarRandom
Trigger1 = Time = 0
V = 56
Range = 0,4

[State 50508]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 50508];初速度
type = velset
trigger1 = Time = 0
trigger1 = Var(56) = 0
x = 5.5
y = 0

[State 50508];初速度
type = velset
trigger1 = Time = 0
trigger1 = Var(56) = 1
x = 5.5
y = -5.5

[State 50508];初速度
type = velset
trigger1 = Time = 0
trigger1 = Var(56) = 2
x = 0
y = -5.5

[State 50508];初速度
type = velset
trigger1 = Time = 0
trigger1 = Var(56) = 3
x = -5.5
y = -5.5

[State 50508];初速度
type = velset
trigger1 = Time = 0
trigger1 = Var(56) = 4
x = -5.5
y = 0

[state a];攻撁E
type = Helper
triggerall = root,numhelper(40600) = 0
triggerall = movehit = 1
trigger1 = enemy,name = "Frost Walrus 7.17.2019 (A.I.) Update"
trigger2 = enemy,name = "spike rosered"
trigger3 = enemy,name = "Iceman URM Prototype"
trigger4 = enemy,name = "Blizzard Wolfang"
trigger5 = enemy,name = "iris_X4"
trigger6 = enemy,name = "Commander Yammark Extreme Mode"
trigger7 = enemy,name = "Metamol Mothmeanos"
id = 40600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 40600
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1

[State 50508]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = ifelse(root,var(26) = 1, 63,8)*(1+((root,var(30)=3)*0.5)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s550
sparkxy = 0,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = low
air.velocity = 0,0
air.hittime = 0

[State 50508]
type = DestroySelf
trigger1 = FrontEdgeDist <= -20
trigger2 = BackEdgeBodyDist <= -20
trigger3 = Pos y <= -240
trigger4 = movecontact

;===========================================================================
;(HELPERノーマルモード特殊武器８本体
;===========================================================================
[Statedef 84500]
type = A
movetype= A
physics = N
juggle = 10
ctrl = 0
sprpriority = 1
anim = 84500

[State a]
type = PlaySnd
trigger1 = time = 0
value = 617,20
channel = 2

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 200
Facing = 1
Pos = 19,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 210
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 211
Facing = 1
Pos = 24,-17

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 212
Facing = 1
Pos = 26,-23

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 220
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 241
Facing = 1
Pos = 20,-34

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 244
trigger2 = root,anim = 265
Facing = 1
Pos = 19,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 23,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 24,-28

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 247
trigger1 = root,animelem = 3,>=0
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 1,>=0
Facing = 1
Pos = 33,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 260
trigger1 = root,animelem = 2,>=0
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 261
Facing = 1
Pos = 36,-21

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 262
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 263
Facing = 1
Pos = 40,-8

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Trigger1 = Root,Anim = 264
Facing = 1
Pos = 35,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 25,-30

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 26,-31

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
triggerall = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 5,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 280
triggerall = Root,animelem = 6,>=0
trigger1 = Root,stateno = 100
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 30,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 25,-29

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 16,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 281
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 101
Facing = 1
Pos = 29,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 1,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 22,-19

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 2,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 34,-20

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 3,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Triggerall = Root,Anim = 290
triggerall = Root,animelem = 4,>=0
trigger1 = Root,stateno = 110
Facing = 1
Pos = 39,-16

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 305
Facing = 1
Pos = 24,-27

[State 55500]
Type = BindToRoot
trigger1 = time <= 2
Trigger1 = Root,Anim = 315
Facing = 1
Pos = 19,-34



[State 80500, VelSet]
type = VelSet
trigger1 = Time = 0
x = 5

[State 80500, HitOverride]
type = HitOverride
trigger1 = 1
attr = sca,aa,at,ap, NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 84501
time = -1

[State 80500, Explod]
type = Explod
trigger1 = TimeMod = 8,0
anim = 84502
ID = 84502
postype = p1
pos = -30,0
bindtime = -1
removetime = -2
ontop = 1
ownpal = 1
removeongethit = 1

[state a];攻撃
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit= 1
trigger1 = enemy,name = "X4 Slash Beast"
trigger2 = enemy,name = "CrescentGrizzly"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 80500, HitDef]
type = HitDef
trigger1 = time != 0
attr = A, HA
damage = ifelse(root,var(26) = 1, 125,31)*(1+((root,var(30)=3)*0.5)), 0
priority = 1
pausetime = 5,5
sparkno = 1
sparkxy = 0,0
hitsound = S1,13
guardsound = S1,14
animtype = Hard
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 2
air.velocity = 2

[State 80500, ChangeState]
type = ChangeState
trigger1 = movecontact = 1
trigger2 = FrontEdgeDist <= 5
trigger3 = FrontEdgeDist >= 315
Trigger4 = MoveReversed
value = 84501

;===========================================================================
;(HELPERノーマルモード特殊武器８爆発
;===========================================================================
[Statedef 84501]
type = A
movetype = A
physics = N
juggle = 10
ctrl = 0
anim = 84501
sprpriority = 1
velset = 0,0

[State 80501, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S617,22
volume = 255

[State 80501, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 84502

[State 80501, Envshake]
type = Envshake
trigger1 = time = 1
time = 30
freq = 50

[state a];攻撃
type = Helper
triggerall = root,numhelper(30600) = 0
triggerall = movehit= 1
trigger1 = enemy,name = "X4 Slash Beast"
trigger2 = enemy,name = "CrescentGrizzly"
id = 30600
name = "X Buster"
sprpriority = 5
pos = 0,-40
postype = p2
stateno = 30600
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 80501, HitDef]
type = HitDef
trigger1 = GameTime % 5 = 0
attr = A, HA
damage = ifelse(root,var(26) = 1, 63,15)*(1+((root,var(30)=3)*0.5)), 0
getpower = 0,0
hitflag = MAF
priority = 4
pausetime = 5,5
sparkno = -1
sparkxy = -25,-10
hitsound = S1,13
guardsound = S1,14
animtype = Medium
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1

[State 80501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 80501, DestroySelf]
type = DestroySelf
trigger1 = time = 36
;---------------------------------------------------------------------------
; 硬直ありチャージ
[Statedef 2000]
ctrl = 0
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[State a]
type = RemoveExplod
trigger1 = time = 0
ID = 350

[state a];エネルギーチャージ(ノ��E�Eマル)
type = varset
trigger1 = var(30) < 3
fv = 38
value = -600


[State 0]
type = turn
trigger1 = time = 0
trigger1 = var(59) > 0
trigger1 = p2dist x < 0

[state a]
type = changeanim
Trigger1 = pos y < 0
trigger1 = time = 0
value = 2001

[state a]
type = changeanim
Trigger1 = pos y >= 0
trigger1 = time = 0
value = 2000

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y < 0
StateType = A
[State 1510, statetype a]
Type = StateTypeSet
Trigger1 = pos y >= 0
StateType = S
[state a]
type = varset
trigger1 = 1
v = 8
value = 0

[state a]
type = varset
trigger1 = 1
v = 9
value = 0

[state a]
type = VelSet
trigger1 = 1
x = 0
y = 0

;---------------------[効果音]

[State a]
type = PlaySnd
trigger1 = animelem = 30
value = 2000,4

;---------------------[攻撃]

[State 1530];攻撁E
type = Helper
trigger1 = time = 70
id = 2001
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2001
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 1530];攻撁E
type = Helper
trigger1 = time = 70
id = 2002
name = "Gennmu Zero"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2001
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


;---------------------[スチE�Eト移行]
[State 1510, 2]
type = ChangeState
triggerall = statetype != A
trigger1 = Time >= 190
value = 0
ctrl = 1

[State 1510, 2]
type = ChangeState
triggerall = statetype = A
trigger1 = Time >= 190
value = 111
ctrl = 1

;-------------------------------------------------------------------------------
; Hidden Green Spinners ACTIVE
[Statedef 2001]
type = A
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[State 1541, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = ifelse(ishelper(2001),-500,500)

[State 1541, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
persistent = 1

[State 170, 7]
type = VarRandom
trigger1 = 1
v = 12
range = -150,150

[State 1541, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 1541, Helper]
type = Helper
trigger1 = ishelper(2001)
trigger1 = !(time % 4)
helpertype = normal
name = "Hidden Green Spinners"
ID = 2003
stateno = 2003
pos = var(12),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1541, Helper]
type = Helper
trigger1 = ishelper(2002)
trigger1 = !(time % 4)
helpertype = normal
name = "Hidden Green Spinners"
ID = 2004
stateno = 2003
pos = var(12),0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1451, DestroySelf]
type = DestroySelf
trigger1 = time = 120
;-------------------------------------------------------------------------------
; Hidden Green Spinner
[Statedef 2003]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 5
sprpriority = 5
anim = ifelse(ishelper(2003),2003,2004)

[State 1542, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = ifelse(ishelper(2003),16,-16)
ignorehitpause = 1

[State 55500, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow


[State 1542, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,HA
damage = 32*(1+((root,var(30)=3)*0.5)), 0
priority = 7, Miss
getpower = 0,
givepower = 40,12
animtype = Hard
air.animtype = back
fall.animtype = back
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 0,0
sparkno = s550
sparkxy = -20,0
hitsound   = s200,3
guardsound = s200,4
guard.sparkno = s555
ground.slidetime = 40
ground.hittime = 40
ground.velocity = 0
guard.ctrltime = 20
guard.hittime = 20
airguard.velocity = 0,-3
air.type = High
air.velocity = 0,-6
air.hittime = 40
guard.kill = 0
air.fall = 1
fall.recover = 0

[State 1542, ChangeState]
type = destroyself
trigger1 = time = 120

;---------------------------------------------------------------------------
[Statedef 8000]
type = S
movetype = I
anim = 8000
velset = 0,0

[State 180, 1]
type = ChangeState
trigger1 = time = 15
value = 8001

;---------------------------------------------------------------------------
[Statedef 8001]
type = S
movetype = I
anim = 8000
velset = 0,0

[state a]
type = posadd
trigger1 = time = 0
y = -30

[State a]
type = PlaySnd
trigger1 = time = 0
value = 8000,0

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) = 0
trigger1 = time = 0
value = 8000,0

[State 191, Snd 1]
type = PlaySnd
triggerall = root,var(27) > 0
trigger1 = time = 0
value = 8000,10

[state a]
type = varset
trigger1 = 1
v = 1
value = random%2

[state a]
type = varset
trigger1 = 1
v = 1
value = var(1)*2

[state a]
type = varset
trigger1 = 1
v = 1
value = var(1)-1

[state a]
type = varset
trigger1 = 1
v = 2
value = random%2

[state a]
type = varset
trigger1 = 1
v = 2
value = var(2)*2

[state a]
type = varset
trigger1 = 1
v = 2
value = var(2)-1

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%7 + 2)*var(1),(random%9)*var(2)

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%9)*var(1),(random%7 + 2)*var(2)

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%7 + 2)*var(1),(random%9)*var(2)

[State a]
type = Explod
trigger1 = time%4 = 2
trigger1 = time <= 38
anim = 8001
id = 8000
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = (random%9)*var(1),(random%7 + 2)*var(2)

[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 0,-3
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 0,3
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,0
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,0
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,2
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,2
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,-2
[State a]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,-2

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,-1.5
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,1.5
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,-1.5
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,1.5
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1.5,-3
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1.5,3

[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1.5,-3
[State a]
type = Explod
trigger1 = time = 19
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1.5,3


[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,1
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 3,-1
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,1
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -3,-1
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1,3
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 1,-3
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1,3
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -1,-3
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,2.5
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2,-2.5
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,2.5
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2,-2.5
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2.5,2
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = 2.5,-2
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2.5,2
[State a]
type = Explod
trigger1 = time = 38
anim = 8002
id = 8000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
under = 0
trans = addalpha
alpha = 235,200
ownpal = 1
vel = -2.5,-2

[state a]
type = destroyself
trigger1 = time = 40
;---------------------------------------------------------------------------
[Statedef 8005]
type = S
movetype = H
;anim = 8005
velset = 0,0

[state a]
type = changeanim2
trigger1 = time = 0
value = 8005

[state a]
type = lifeadd
trigger1 = 1
value = -2000
kill = 0

[State 180, 1]
type = ChangeState
trigger1 = Time >= 15
value = 5150

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[state a]
type = lifeadd
trigger1 = 1
value = -2000

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 12,random%4

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State a]
type = ChangeAnim2
trigger1 = prevstateno = 8005
value = 8006

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = 1
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = posset
trigger1 = time = 1
y = 0

[state a];
type = Helper
trigger1 = prevstateno = 8010
trigger1 = time = 0
id = 8000
sprpriority = 5
pos = 0,0
postype = p1
stateno = 8001
helpertype = normal
pausemovetime = 999999
keyctrl = 0 
ownpal = 1
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 8010]
type = S
movetype = I
anim = 8010
velset = 0,0

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0


[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[state a]
type = changeanim
trigger1 = time = 0
value = 8010

[State 180, 1]
type = ChangeState
trigger1 = Time >= 8
value = 5150
;----------------------------------------------------------------------------
[Statedef 20000]
type = A
ctrl = 0
anim = 20000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = turn
trigger1 = facing != root,facing

[state a]
type = changeanim
triggerall = anim != 20010
trigger1 = root,stateno = 11
value = 20010

[state a]
type = changeanim
triggerall = anim != 20000
trigger1 = root,stateno = 12
value = 20000

[state a]
type = changeanim
triggerall = anim != 20060
trigger1 = root,anim = 60
value = 20060

[state a]
type = changeanim
triggerall = anim != 20061
trigger1 = root,anim = 61
value = 20061

[state a]
type = changeanim
triggerall = anim != 20063
trigger1 = root,anim = 63
value = 20063

[state a]
type = statetypeset
trigger1 = root,statetype = S
value = S

[state a]
type = statetypeset
trigger1 = root,statetype = C
value = C

[state a]
type = statetypeset
trigger1 = root,statetype = A
value = A

[state a]
type = changeanim
triggerall = anim != 20100
trigger1 = root,stateno = 100
trigger1 = root,animelem = 4,>=0
trigger2 = root,stateno = 110
trigger2 = root,animelem = 2,>=0
trigger3 = root,stateno = 3510
trigger3 = root,animelem = 2,>=0
trigger4 = root,anim = 62
trigger5 = root,anim = 64
trigger6 = root,stateno = 252&&root,fvar(36)=1
trigger6 = root,animelem = 2,>=0
value = 20100

[state a]
type = changeanim
triggerall = anim != 9999
trigger1 = root,stateno = 2000
trigger2 = root,stateno = 2500
trigger3 = root,stateno = 8010
trigger4 = root,stateno = 5150
trigger5 = root,stateno = 470
trigger6 = root,stateno = 471
trigger7 = root,stateno = 190
trigger8 = root,stateno = 181
trigger9 = root,stateno = 2600
trigger10= root,stateno = 2700
trigger11= root,stateno = 1000
trigger12= root,stateno = 1250
trigger13= root,stateno = 2010
trigger14= root,stateno = 2013
trigger15= root,stateno = 112
trigger16= root,stateno = 3510
trigger16= root,var(30) = 2
trigger17 = root,stateno = 2500
trigger18 = root,stateno = 2501
trigger19 = root,stateno = 2050
trigger20 = root,numhelper(31500) > 0
trigger21 = root,numhelper(31530) > 0
trigger22 = root,stateno = 1000
trigger22 = root,stateno = 2000
trigger23 = root,stateno = 222
trigger24 = root,stateno = 60&&root,var(30)=3
trigger25 = root,stateno = 252&&root,fvar(36)=0
value = 9999

[state a]
type = changeanim
triggerall = anim != 20000
trigger1 = root,stateno != 11
trigger1 = root,stateno != 100
trigger1 = root,stateno != 110
trigger1 = root,stateno != 2000
trigger1 = root,stateno != 2500
trigger1 = root,stateno != 8010
trigger1 = root,stateno != 5150
trigger1 = root,stateno != 470
trigger1 = root,stateno != 471
trigger1 = root,stateno != 190
trigger1 = root,stateno != 181
trigger1 = root,stateno != 2600
trigger1 = root,stateno != 2700
trigger1 = root,stateno != 1250
trigger1 = root,stateno != 1000
trigger1 = root,stateno != 2010
trigger1 = root,stateno != 2013
trigger1 = root,stateno != 3510
trigger1 = root,stateno != 112
trigger1 = root,stateno != 2500
trigger1 = root,stateno != 2501
trigger1 = root,stateno != 2050
trigger1 = root,numhelper(31500) < 1 
trigger1 = root,numhelper(31530) < 1
trigger1 = root,stateno != 2000
trigger1 = root,stateno != 222
trigger1 = root,stateno != 60
trigger1 = root,stateno != 252
value = 20000

[state a]
type = playerpush
trigger1 = 1
value = 0

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = root,stateno!=60
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[state a]
type = hitby
trigger1 = root,stateno=60
value = SCA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 20001

[State 200, 7]
type = null;changestate
trigger1 = root,stateno = 1100
value = 1002

;----------------------------------------------------------------------------
[Statedef 20001]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 5000, ifelse(root,var(59)=0,0,1)

[state a];エネルギーチャージ(ノ��Eマル)
type = parentvaradd
trigger1 = time = 0
trigger1 = root,fvar(38) <= 1
fv = 38
value = (var(1)) * .64

[State 200, 1]
type = PlaySnd
trigger1 = root,fvar(38) < 0.98
trigger1 = time = 0
value = 613,23

[State 200, 1]
type = PlaySnd
trigger1 = root,fvar(38) = 0.99
trigger1 = time = 0
value = 613,24

[State 200, 1]
type = PlaySnd
trigger1 = time = 1
value = 3000, random%3

[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = root,var(30) = 0
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * .5)*(1+(root,var(30)<3))

[state a]
type = varadd
trigger1 = root,var(30) >= 1
trigger1 = time = 0
v = 1
value = floor(GetHitVar(damage) * .5)*(1+(root,var(30)<3))

[state a]
type = null;varset
trigger1 = root,var(30) = 2
trigger1 = time = 0
trigger1 = var(1) <= 22
v = 1
value = 1

[state a]
type = parentvarset
trigger1 = time = 0
var(15) = var(1);GetHitVar(damage)

[state a]
type = null;parentvarset
trigger1 = 1
trigger1 = root,var(30) = 3
v = 16
value = 1

[state a]
type = parentvarset
trigger1 = time >= 18
;trigger1 = root,var(30) < 2
v = 16
value = 1


[state a]
type = null;parentvaradd
trigger1 = time = 0
trigger1 = GetHitVar(damage)
v = 8
value = 50

[State 200, 1]
type = null;PlaySnd
trigger1 = root,stateno != 600
trigger1 = root,stateno != 1100
trigger1 = time = 1
value = 5000, 0

[state a]
type = changestate
trigger1 = root,var(30) < 3
trigger1 = time = 76
trigger2 = root,var(30) = 3
trigger2 = time = 114
value = 20000

[state a]
type = changestate
triggerall = time = 1
trigger1 = root,stateno = 3010
trigger2 = root,stateno = 3011
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Shadow Armor+" || p4name = "Shadow Armor+")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(51) > 0
trigger1 = time = 0
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Third Armor" || p4name = "Second Armor")&& enemy,authorname = "Dr.Light"
triggerall = time = 1
trigger1 = enemy,var(51) > 0
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Second Armor" || p4name = "Second Armor")&& enemy,authorname = "Dr.Light"
triggerall = time = 1
trigger1 = enemy,var(51) > 0
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Blade Armor" || p4name = "Blade Armor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(27) > 0
trigger1 = time = 0
value = 20000

[state a]
type = changestate
triggerall = (p2name = "First Armor" || p4name = "First Armor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(51) > 0
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "EX Light Armor" || p4name = "EX Light Armor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(51) > 0
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "TrueUltimateArmor" || p4name = "TrueUltimateArmor")&& enemy,authorname = "Dr.Light"
trigger1 = enemy,var(52) > 0
trigger1 = time = 1
trigger2 = enemy,stateno = 715
trigger2 = time = 1
trigger3 = enemy,stateno = 716
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "UltimateArmorSFC" || p4name = "UltimateArmorSFC")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1200 && P2MoveType=A
trigger1 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 460 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 461 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 462 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 463 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 464 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 465 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 466 && P2MoveType=A
trigger7 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = enemy,var(12) > 0
trigger1 = time = 1
trigger2 = enemy,var(11) > 2
trigger2 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 600 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 601 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 602 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 603 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 604 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 605 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 606 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 607 && P2MoveType=A
trigger8 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 610 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 611 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 612 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 613 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 614 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 615 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 616 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 617 && P2MoveType=A
trigger8 = time = 1
trigger9 = p2stateno = 618 && P2MoveType=A
trigger9 = time = 1
trigger10 = p2stateno = 619 && P2MoveType=A
trigger10 = time = 1
trigger11 = p2stateno = 620 && P2MoveType=A
trigger11 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = enemy,var(12) > 0
trigger1 = time = 1
trigger2 = enemy,var(11) > 2
trigger2 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
trigger4 = enemy,var(26)>0
trigger4 = time = 1
value = 20000

[state a]
type = changestate
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 50001 && P2MoveType=A
trigger2 = time = 1
value = 20000

[state a]
type = changestate
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 400 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 401 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 404 && P2MoveType=A
trigger3 = time = 1
value = 20000

[state a]
type = changestate
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger5 = time = 1
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 30006 && P2MoveType=A
trigger7 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "First Armor" || p4name = "First Armor")&& enemy,authorname = "Dr.Light"
trigger1 = p2stateno = 1000 && P2MoveType=A
trigger1 = time = 1
trigger2 = p2stateno = 1120 && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 1130 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 1122 && P2MoveType=A
trigger4 = time = 1
trigger5 = p2stateno = 1132 && P2MoveType=A
trigger5 = time = 1
value = 20000

[state a]
type = changestate
triggerall = (p2name = "Command Mission X" || p4name = "Command Mission X")&& enemy,authorname = "Dr.Light"
trigger1 = (enemy, var(51) > 0)
trigger1 = time = 1
trigger2 = (p2stateno = [1200,1250]) && P2MoveType=A
trigger2 = time = 1
trigger3 = p2stateno = 1300 && P2MoveType=A
trigger3 = time = 1
trigger4 = p2stateno = 1301 && P2MoveType=A
trigger4 = time = 1
trigger5 = (enemy, var(25) > 0) && enemy,var(31) < 1
trigger6 = p2stateno = 400 && P2MoveType=A
trigger6 = time = 1
trigger7 = p2stateno = 401 && P2MoveType=A
trigger7 = time = 1
trigger8 = p2stateno = 402 && P2MoveType=A
trigger8 = time = 1
trigger9 = p2stateno = 442 && P2MoveType=A
trigger9 = time = 1
trigger10 = p2stateno = 443 && P2MoveType=A
trigger10 = time = 1
trigger11 = (p2stateno = [6000,6500]) && P2MoveType=A
trigger11 = time = 1
trigger12 = p2stateno = 1010 && P2MoveType=A
trigger12 = time = 1
trigger13 = p2stateno = 1011 && P2MoveType=A
trigger13 = time = 1
trigger14 = (p2stateno = [1040,1070]) && P2MoveType=A
trigger14 = time = 1
trigger15 = (p2stateno = [7100,7600]) && P2MoveType=A
trigger15 = time = 1
trigger16 = (p2stateno = [1120,1152]) && P2MoveType=A
trigger16 = time = 1
trigger17 = (p2stateno = [1250,1350]) && P2MoveType=A
trigger17 = time = 1
value = 20000

;---------------------------------------------------------------------------
[Statedef 3000]
type = S
movetype = I
anim = 3000
velset = 0,0
physics = N
ctrl = 0


[state a]
type = changeanim
triggerall = p2name = "Magma Dragoon (SNES Boss)" || p4name = "Magma Dragoon (SNES Boss)"
triggerall = time = 0
trigger1 = p2stateno = 143 && P2MoveType=A
value = 1455

[State 180, 1]
type = ChangeState
triggerall = anim = 1455
triggerall = p2name = "Magma Dragoon (SNES Boss)" || p4name = "Magma Dragoon (SNES Boss)"
trigger1 = p2stateno = 142 || (p2stateno = 143 && time = 100)
value = 8010
ctrl = 0

[state a]
type = velset
triggerall = p2name = "Magma Dragoon (SNES Boss)" || p4name = "Magma Dragoon (SNES Boss)"
triggerall = time = 0
trigger1 = p2stateno = 100 && stateno = 3000
trigger2 = p2stateno = 143 && stateno = 3000
x = 0

[state a]
type = changeanim
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
value = 3001

[state a]
type = changeanim
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
triggerall = time = 0
trigger1 = p2stateno = 460 && P2MoveType=A
trigger2 = p2stateno = 461 && P2MoveType=A
trigger3 = p2stateno = 462 && P2MoveType=A
trigger4 = p2stateno = 463 && P2MoveType=A
trigger5 = p2stateno = 464 && P2MoveType=A
trigger6 = p2stateno = 465 && P2MoveType=A
trigger7 = p2stateno = 466 && P2MoveType=A
value = 3001

[state a]
type = velset
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 467 && enemy, movecontact
x = -6.2
y = -1.8

[state a]
type = veladd
trigger1 = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 467 && P2MoveType=A
y = 1.56

[state a]
type = velset
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
trigger1 = p2stateno = 460 && P2MoveType=A
trigger2 = p2stateno = 461 && P2MoveType=A
trigger3 = p2stateno = 462 && P2MoveType=A
trigger4 = p2stateno = 463 && P2MoveType=A
trigger5 = p2stateno = 464 && P2MoveType=A
trigger6 = p2stateno = 465 && P2MoveType=A
trigger7 = p2stateno = 466 && P2MoveType=A
trigger8 = p2stateno = 467 && enemy, animelem = 1
x = 0

[state -2]
type = posset
triggerall = (p2name = "Zero_X2" || p4name = "Zero_X2")&& enemy,authorname = "Serges"
triggerall = time = 0
trigger1 = p2stateno = 460 && P2MoveType=A
trigger2 = p2stateno = 461 && P2MoveType=A
trigger3 = p2stateno = 462 && P2MoveType=A
trigger4 = p2stateno = 463 && P2MoveType=A
trigger5 = p2stateno = 464 && P2MoveType=A
trigger6 = p2stateno = 465 && P2MoveType=A
trigger7 = p2stateno = 466 && P2MoveType=A
trigger8 = p2stateno = 467 && enemy, animelem = 1
x = enemynear,pos X +20+ifelse(enemynear,facing=1,0,-40)
y = -5

[state a]
type = changeanim
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
trigger1 = p2stateno = 600 && P2MoveType=A
trigger2 = p2stateno = 601 && P2MoveType=A
trigger3 = p2stateno = 602 && P2MoveType=A
trigger4 = p2stateno = 603 && P2MoveType=A
trigger5 = p2stateno = 604 && P2MoveType=A
trigger6 = p2stateno = 605 && P2MoveType=A
trigger7 = p2stateno = 606 && P2MoveType=A
value = 3001

[state a]
type = changeanim
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
trigger1 = p2stateno = 610 && P2MoveType=A
trigger2 = p2stateno = 611 && P2MoveType=A
trigger3 = p2stateno = 612 && P2MoveType=A
trigger4 = p2stateno = 613 && P2MoveType=A
trigger5 = p2stateno = 614 && P2MoveType=A
trigger6 = p2stateno = 615 && P2MoveType=A
trigger7 = p2stateno = 616 && P2MoveType=A
trigger8 = p2stateno = 617 && P2MoveType=A
trigger9 = p2stateno = 618 && P2MoveType=A
trigger10 = p2stateno = 619 && P2MoveType=A
trigger11 = p2stateno = 620 && P2MoveType=A
value = 3001


[state a]
type = velset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 607 && enemy,animelem = 4
x = -6.2
y = -1.8

[state a]
type = veladd
trigger1 = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 607 && vel Y < 0 && pos Y < 0
y = 1.56

[state a]
type = velset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 621 && enemy,animelem = 5
x = -6.2
y = -2.8

[state a]
type = veladd
trigger1 = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 621 && vel Y < 0 && pos Y < 0
y = 1.56


[state a]
type = velset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 600 && P2MoveType=A
trigger2 = p2stateno = 601 && P2MoveType=A
trigger3 = p2stateno = 602 && P2MoveType=A
trigger4 = p2stateno = 603 && P2MoveType=A
trigger5 = p2stateno = 604 && P2MoveType=A
trigger6 = p2stateno = 605 && P2MoveType=A
trigger7 = p2stateno = 606 && P2MoveType=A
trigger8 = p2stateno = 607 && enemy, animelem = 1
x = 0

[state -2]
type = posset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
trigger1 = p2stateno = 600 && P2MoveType=A
trigger2 = p2stateno = 601 && P2MoveType=A
trigger3 = p2stateno = 602 && P2MoveType=A
trigger4 = p2stateno = 603 && P2MoveType=A
trigger5 = p2stateno = 604 && P2MoveType=A
trigger6 = p2stateno = 605 && P2MoveType=A
trigger7 = p2stateno = 606 && P2MoveType=A
trigger8 = p2stateno = 607 && enemy, animelem = 1
x = enemynear,pos X +30+ifelse(enemynear,facing=1,0,-60)
y = -5

[state a]
type = velset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
trigger1 = p2stateno = 610 && P2MoveType=A
trigger2 = p2stateno = 611 && P2MoveType=A
trigger3 = p2stateno = 612 && P2MoveType=A
trigger4 = p2stateno = 613 && P2MoveType=A
trigger5 = p2stateno = 614 && P2MoveType=A
trigger6 = p2stateno = 615 && P2MoveType=A
trigger7 = p2stateno = 616 && P2MoveType=A
trigger8 = p2stateno = 617 && P2MoveType=A
trigger9 = p2stateno = 618 && P2MoveType=A
trigger10 = p2stateno = 619 && P2MoveType=A
trigger11 = p2stateno = 620 && P2MoveType=A
x = 0

[state -2]
type = posset
triggerall = (p2name = "Maverick Hunter Zero" || p4name = "Maverick Hunter Zero")&& enemy,authorname = "Sigmund=E=Wily"
triggerall = time = 0
trigger1 = p2stateno = 610 && P2MoveType=A
trigger2 = p2stateno = 611 && P2MoveType=A
trigger3 = p2stateno = 612 && P2MoveType=A
trigger4 = p2stateno = 613 && P2MoveType=A
trigger5 = p2stateno = 614 && P2MoveType=A
trigger6 = p2stateno = 615 && P2MoveType=A
trigger7 = p2stateno = 616 && P2MoveType=A
trigger8 = p2stateno = 617 && P2MoveType=A
trigger9 = p2stateno = 618 && P2MoveType=A
trigger10 = p2stateno = 619 && P2MoveType=A
trigger11 = p2stateno = 620 && P2MoveType=A
x = enemynear,pos X +30+ifelse(enemynear,facing=1,0,-60)
y = -5

[state a]
type = changeanim
triggerall = time = 0
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
trigger1 = enemy,var(17) < 0
trigger1 = time = 0
value = 3002

[state a]
type = veladd
triggerall = time = 0
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
triggerall = enemy,var(17) < 0
trigger1 = pos y < 0
x = 0
y = 0.26

[state a]
type = veladd
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
triggerall = enemy,var(17) < 0
trigger1 = pos y > 0
x = 0
y = 0



[state a]
type = posset
triggerall = p2name = "Vajurila_FF" || p4name = "Vajurila_FF"
triggerall = enemy,var(17) < 0
trigger1 = pos y > 0
y = 0



[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[State a]
type = removeExplod
trigger1 = time = 0
id = 100

[State a]
type = removeExplod
trigger1 = time = 0
id = 400

[state a]
type = turn
trigger1 = p2dist x < 0
trigger1 = time = 0


[state a]
type = velset
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30007 && P2MoveType=A
x = -3

[state a]
type = velset
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
triggerall = time = 0
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
x = 0

[state -2]
type = velset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger2 = p2stateno = 50001 && P2MoveType=A
x = 0

[state -2]
type = posset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
trigger1 = p2stateno = 50000 && P2MoveType=A
trigger2 = p2stateno = 50001 && P2MoveType=A
x = enemynear,pos X +15+ifelse(enemynear,facing=1,0,-30)
y = -25

[state a]
type = changeanim
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50000 && stateno = 3000
trigger2 = p2stateno = 50001 && stateno = 3000
value = 3001

[state a]
type = changeanim
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50002 && stateno = 3000
value = 3000

[state -2]
type = velset
triggerall = p2name = "VAVA MK2" || p4name = "VAVA MK2"
triggerall = time = 0
trigger1 = p2stateno = 50002 && P2MoveType=A
x = -3
y = -0.5


[state a]
type = velset
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 7500 && P2MoveType=A
trigger2 = p2stateno = 7501 && P2MoveType=A
trigger3 = p2stateno = 7502 && P2MoveType=A
x = 0


[state a]
type = changeanim
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1010 && stateno = 3000
trigger2 = p2stateno = 1011 && stateno = 3000
trigger3 = p2stateno = 7500 && stateno = 3000
trigger4 = p2stateno = 7501 && stateno = 3000
value = 3001

[state a]
type = changeanim
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1451 && P2MoveType=A
value = 1455

[State 180, 1]
type = ChangeState
triggerall = anim = 1455
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
trigger1 = p2stateno = 1452 || (p2stateno = 1451 && time = 58)
value = 8010
ctrl = 0

[state a]
type = velset
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1450 && stateno = 3000
trigger2 = p2stateno = 1451 && stateno = 3000
trigger3 = p2stateno = 1010 && stateno = 3000
trigger4 = p2stateno = 1011 && stateno = 3000
x = 0

[state a]
type = velmul
triggerall = p2name = "Command Mission X" || p4name = "Command Mission X"
triggerall = time = 0
trigger1 = p2stateno = 1450 && stateno = 3000
trigger2 = p2stateno = 1451 && stateno = 3000
x = 0



[state a]
type = velset
triggerall = anim != 1455
trigger1 = time = 0
x = -3

[state a]
type = null;veladd
trigger1 = pos y < 0
y = 0.26


[state a]
type = posset
trigger1 = pos y > 0
y = 0


[state a]
type = velmul
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30000 && P2MoveType=A
trigger2 = p2stateno = 30001 && P2MoveType=A
trigger3 = p2stateno = 30002 && P2MoveType=A
trigger4 = p2stateno = 30003 && P2MoveType=A
trigger5 = p2stateno = 30004 && P2MoveType=A
trigger6 = p2stateno = 30005 && P2MoveType=A
trigger7 = p2stateno = 30006 && P2MoveType=A
x = 0

[state a]
type = velmul
triggerall = ((p2name = "Omega Zero" || p4name = "Omega Zero")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") || ((p2name = "Omega Zero player" || p4name = "Omega Zero player")&& enemy,authorname = "Sigmund=E=Wily + Anubis Black") 
trigger1 = p2stateno = 30007 && P2MoveType=A
x = 0.9

[state a]
type = velmul
trigger1 = 1
x = 0.9

[state a]
type = statetypeset
trigger1 = pos y < 0
value = A

[state a]
type = statetypeset
trigger1 = pos y = 0
value = S

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = S
value = 0
ctrl = 1

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = A
value = 111

;---------------------------------------------------------------------------
[Statedef 3010]
type = S
movetype = I
anim = 3010
velset = 0,0
physics = N
ctrl = 0

[state a]
type = velset
trigger1 = 1
x = 0

[state a]
type = veladd
trigger1 = pos Y < 0
y = 0.68 * Const(size.yscale)

[state a]
type = posset
trigger1 = pos y > 0
y = 0


[state a]
type = statetypeset
trigger1 = pos y < 0
statetype = A

[state a]
type = statetypeset
trigger1 = pos y = 0
statetype = S

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
value = 3011

;---------------------------------------------------------------------------
[Statedef 3011]
type = S
movetype = I
anim = 3011
velset = 0,0
physics = N
ctrl = 0

[state a]
type = velset
trigger1 = 1
x = 0

[state a]
type = veladd
trigger1 = pos Y < 0
y = 0.68 * Const(size.yscale)

[state a]
type = posset
trigger1 = pos y > 0
y = 0


[state a]
type = statetypeset
trigger1 = pos y < 0
statetype = A

[state a]
type = statetypeset
trigger1 = pos y = 0
statetype = S

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = S
value = 0
ctrl = 1

[State 180, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = A
value = 111

;===========================================================================
;フラグ
;===========================================================================
[Statedef 500000]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = root,var(30) != 3
trigger1 = time = 0
value = 50000,0
channel = 2
[State a]
type = PlaySnd
trigger1 = root,var(30) != 3
trigger1 = time = 0
value = 180,1
VolumeScale = 100
channel = 4

[state a]
type = destroyself
trigger1 = root,stateno = [8010,8020]
trigger2 = root,stateno = 181

;===========================================================================
;フラグ
;===========================================================================
[Statedef 600000]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 50000,0
channel = 2

[State a]
type = Parentvarset
trigger1 = time = 1
var(30) = 3

[state a]
type = destroyself
trigger1 = root,stateno = [8010,8020]
trigger2 = root,stateno = 181
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = time = 0
source = 1,1
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;Aura
;---------------------------------------------------------------------------
[Statedef 10000]
type = S
physics = S
anim = 10000

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 220 ,255

[State a]
type = BindToParent
trigger1 = 1
time = 1
pos = 0, 0

[State a]
type = SprPriority
trigger1 = Parent,Movetype != H
value = 0

[State a]
type = SprPriority
trigger1 = Parent,Movetype = H
value = -2

[State a]
type = ChangeAnim
trigger1 = Anim != 10000
trigger1 = Parent,NumExplod(560) = 0
value = 10000

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = lose
trigger2 = root,stateno = 8020
trigger2 = root,animelem = 1

;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Aura Shadow
[Statedef 99999]
sprpriority = -5
movetype = I
ctrl = 0

[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root, Anim)
trigger3 = !AnimExist(Root, Anim)
trigger4 = Root, StateNo >= 160
trigger4 = Root, StateNo < 5000
trigger4 = Root, MoveType = H
trigger5 = Root, StateNo >= 6000
trigger5 = Root, MoveType = H
trigger6 = Root, Anim >= 160
trigger6 = Root, Anim < 5000
trigger6 = Root, MoveType = H
trigger7 = Root, Anim >= 6000
trigger7 = Root, MoveType = H
flag = Invisible

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = -5

[State 9999, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1

[State 9999, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 255,125,195
mul = 255,125,195

[State 9999, PalFX]
type = PalFX
trigger1 = Name = "iXplayer"
trigger1 = AuthorName = "Reploid labo"
time = 1
color = 0
add = 50,50,150
mul = 50,50,150

;----- Set Animation -----
[State 9999, VarSet]		; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
trigger1 = Root, Anim < 6000
value = Root, Anim
elem = Var(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
triggerall = Root, StateNo >= 2102
triggerall = Root, StateNo < 2105
triggerall = Root, HitPauseTime > 0
trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)
value = Root, Anim
elem = Root, AnimElemNo(0)
;-------------------------

;----- Scale Timer -----
[State 9999, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(18) = 1

[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Var(18) >= 300
var(18) = 0
;-------------------------

;===== Twitch Size X,Y =====
;----- Size X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(0) < 1.15
fvar(0) = 1.25

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(0) >= 1.15
fvar(0) = -0.05
;-------------------------

;----- Size Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(1) <= 1.05
fvar(1) = 1.15

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(1) > 1.05
fvar(1) = -0.05
;-------------------------
;==============================

;===== Grow/Shrink X,Y =====
;----- Resize X Scale -----
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(10) < 0.150
trigger1 = Var(18) >= 100
trigger1 = Var(18) <= 150
fvar(10) = 0.025 / 2

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(10) > 0
trigger1 = Var(18) >= 250
trigger1 = Var(18) <= 300
fvar(10) = -0.025 / 2

; -=[ Reset ]=-
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(10) <= 0
trigger3 = Var(18) <= 0
fvar(10) = 0.025
;-------------------------

;----- Resize Y Scale -----
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(11) < 0.125
trigger1 = Var(18) >= 100
trigger1 = Var(18) <= 150
fvar(11) = 0.025 / 2

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 5,0
triggerall = FVar(11) > 0
trigger1 = Var(18) >= 250
trigger1 = Var(18) <= 300
fvar(11) = -0.025 / 2

; -=[ Reset ]=-
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(11) <= 0
trigger3 = Var(18) <= 0
fvar(11) = 0
;-------------------------
;==============================

;===== Scale X,Y Difference =====
;----- Size X Difference -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Root, Alive
trigger3 = FVar(20) > 0
fvar(20) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Root, Alive = 0
fvar(20) = -0.0025
;-------------------------

;----- Size Y Difference -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Root, Alive
trigger3 = FVar(21) > 0
fvar(21) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Root, Alive = 0
fvar(21) = -0.0025
;-------------------------
;==============================

;----- Size Scale Draw -----
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Time < 145
trigger1 = Root, Alive
scale = FVar(0) - 0.05, FVar(1) - 0.05

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Time >= 145
trigger1 = Root, Alive
scale = (FVar(0) + FVar(10)) - 0.025, (FVar(1) + FVar(11)) - 0.025

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, Alive = 0
scale = (FVar(0) + FVar(10) + FVar(20)) - 0.0125, (FVar(1) + FVar(11) + FVar(21)) - 0.0125
;-------------------------

[State 9999, Trans]
type = Trans
trigger1 = Name = "iXplayer"
trigger1 = AuthorName = "Reploid labo"
ignorehitpause = 1
trans = addalpha
alpha = 200,200

[State 9999, AfterImage]
type = AfterImage
triggerall = Time > 0
triggerall = Name = "iXplayer"
triggerall = AuthorName = "Reploid labo"
trigger1 = RoundState >= 2
ignorehitpause = 1
persistent = 0
Time = 0
TimeGap = 1
FrameGap = 1
Length = 10
PalColor = 0
PalBright = 0,0,0
PalContrast = 0,0,0
Trans = add

[State 9999, AfterImage]
type = AfterImageTime
trigger1 = Name = "iXplayer"
trigger1 = AuthorName = "Reploid labo"
ignorehitpause = 1
time = 2

[State 9999, Variables]
type = DisplayToClipboard
trigger1 = 1
text = "Scale X:  %f     Scale Y:  %f     Timer: %d \nSize X:   %f     Size Y:   %f"
params = FVar(0), FVar(1), Var(10), FVar(10), FVar(11)

[State 9999, Destroy]
type = DestroySelf
trigger1 = root,Anim = 181
trigger1 = animelemtime(5) >= 0
trigger2 = FVar(20) <= -0.15 || FVar(21) <= -0.15
trigger3 = Root, Anim = 5150
trigger4 = root,stateno = 8020
trigger4 = root,animelem = 1

;---------------------------------------------------------------------------
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[Statedef 8900]
ctrl = 0
anim = 9999

[State 8040]
type = Explod
trigger1 = !NumExplod(8900)
trigger1 = teamside = 1
anim = 8900
id = 8900
postype = Left
pos = 0,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 4

[State 8040]
type = Explod
trigger1 = !NumExplod(8901)
triggerall = teamside = 1
triggerall = root,fvar(30) < 0.250
anim = 8901
id = 8901
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8903)
triggerall = teamside = 1
triggerall = root,fvar(30) >= 0.250
triggerall = root,fvar(30) < 0.500
anim = 8903
id = 8903
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ReMapPal                   = 8900, 2
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8905)
triggerall = teamside = 1
triggerall = root,fvar(30) >= 0.500
triggerall = root,fvar(30) < 0.750
anim = 8905
id = 8905
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -2
ignorehitpause = 1
ReMapPal                   = 8900, 3
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8907)
triggerall = teamside = 1
triggerall = root,fvar(30) >= 0.750
triggerall = root,fvar(30) < 1
anim = 8907
id = 8907
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ReMapPal                   = 8900, 4
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8909)
triggerall = teamside = 1
triggerall = root,fvar(30) >= 1
anim = 8909
id = 8909
postype = Left
pos = 13,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ReMapPal                   = 8900, 0
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8930)
trigger1 = teamside = 1
trigger1 = root,fvar(30) >= 1
anim = 8930
id = 8930
postype = Left
pos = 0,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 99

[State 8040]
type = Explod
trigger1 = !NumExplod(8900)
trigger1 = teamside = 2
anim = 8900
id = 8900
postype = Right
pos = 0,240
ownpal = 1
bindtime = -1
removetime = -1
facing = -1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 4

[State 8040]
type = Explod
trigger1 = !NumExplod(8901)
triggerall = teamside = 2
triggerall = root,fvar(30) < 0.250
anim = 8902
id = 8901
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8903)
triggerall = teamside = 2
triggerall = root,fvar(30) >= 0.250
triggerall = root,fvar(30) < 0.500
anim = 8904
id = 8903
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ignorehitpause = 1
ReMapPal                   = 8900, 2
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8905)
triggerall = teamside = 2
triggerall = root,fvar(30) >= 0.500
triggerall = root,fvar(30) < 0.750
anim = 8906
id = 8905
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ignorehitpause = 1
ReMapPal                   = 8900, 3
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8907)
triggerall = teamside = 2
triggerall = root,fvar(30) >= 0.750
triggerall = root,fvar(30) < 1
anim = 8908
id = 8907
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ignorehitpause = 1
ReMapPal                   = 8900, 4
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8909)
triggerall = teamside = 2
triggerall = root,fvar(30) >= 1
anim = 8910
id = 8909
postype = Right
pos = -14,240
ownpal = 1
bindtime = -1
removetime = -1
facing = 1
ReMapPal                   = 8900, 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = Explod
trigger1 = !NumExplod(8930)
trigger1 = teamside = 2
trigger1 = root,fvar(30) >= 1
anim = 8931
id = 8930
postype = Right
pos = 0,240
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 99

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8900)
ID = 8900
scale = 1,1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 4

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8930)
ID = 8930
scale = 1,1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 99

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8901)
triggerall = root,fvar(30) < 0.250
ID = 8901
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8903)
triggerall = root,fvar(30) >= 0.250
triggerall = root,fvar(30) < 0.500
ID = 8903
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8905)
triggerall = root,fvar(30) >= 0.500
triggerall = root,fvar(30) < 0.750
ID = 8905
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8907)
triggerall = root,fvar(30) >= 0.750
triggerall = root,fvar(30) < 1
ID = 8907
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 8040]
type = ModifyExplod
trigger1 = NumExplod(8909)
trigger1 = root,fvar(30) < 1
ID = 8909
scale = root,fvar(30),1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999
SprPriority = 6

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8901)
trigger1 = root,fvar(30) >= 0.250
id = 8901

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8903)
trigger1 = root,fvar(30) >= 0.500
trigger2 = root,fvar(30) < 0.250
id = 8903

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8905)
trigger1 = root,fvar(30) >= 0.750
trigger2 = root,fvar(30) < 0.500
id = 8905

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8907)
trigger1 = root,fvar(30) >= 1
trigger2 = root,fvar(30) < 0.750
id = 8907

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8909)
trigger1 = root,fvar(30) < 1
id = 8909

[State 4110]
type = RemoveExplod
trigger1 = NumExplod(8930)
trigger1 = root,fvar(30) < 1
id = 8930
