;---------------------------------------------------------------------------
[Statedef 1000]
ctrl = 1

[State ,100]
type = Null
trigger1 = 1

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1500]
type = S
movetype = A
physics = S
facep2 = 1
velset = 0,0
ctrl = 0
anim = 290

[State ,100]
type = VarSet
trigger1 = time = 0
var(24) = Life

[State ,100]
type = VarSet
trigger1 = fvar(6) = 0.25
trigger1 = time = 0
fvar(6) = 0.125

[State ,100]
type = VarSet
trigger1 = fvar(6) = 0.5
trigger1 = time = 0
fvar(6) = 0.25

[State ,100]
type = VarSet
trigger1 = fvar(6) = 0
trigger1 = time = 0
fvar(6) = 0.5
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3002,3003]
trigger2 = prevstateno = [3012,3013]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State -3,0] 
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = SCA
time = 1

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s12,1

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s20,12

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(6) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = S,SA
hitflag = MAFD
;guardflag = -1
animtype = back
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(10*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(10*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 7,6 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = -1
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 9999
air.hittime = 9999
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
sprpriority = 1
p2stateno = 430 ;Exバッドニュース（ライ）と同じ
fall = 1
fall.recover = 1
fall.recovertime = 0
air.fall = 1
kill = 0
getpower = 0,0
givepower = 11,0
ID = 40
p2facing = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 10
ignorehitpause = 1
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 620
ID = 50
pos = 0,-112
postype = p1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1

[State ,100]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 621
ID = 51
pos = 0,floor(Pos Y)
postype = p1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
sprpriority = -2
ownpal = 1

[State ,100]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 810
ID = 52
pos = 160,0
postype = left
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
ontop = 1
ownpal = 1

[State ,100];HEAT
type = VarSet
triggerall = var(54) = 0
trigger1 = AnimElemTime(6) = 0
var(54) = 2

[State ,100];MAXからゲージ引継ぎ
type = VarSet
triggerall = var(54) = 1
trigger1 = AnimElemTime(6) = 0
var(41) = Power

[State ,100];MAXからのAddをリセット
type = VarSet
triggerall = var(54) = 1
trigger1 = AnimElemTime(6) = 0
var(40) = 0

[State 100, 0]
type = AfterImageTime
trigger1 = AnimElemTime(6) = 0
time = 0
ignorehitpause = 1

[State ,100];BLOOD HEAT
type = VarSet
triggerall = var(54) = 1
trigger1 = AnimElemTime(6) = 0
var(54) = 3
;++++++++++++++++++++++++++++1P用
[State ,100];HEAT
type = Explod
triggerall = TeamSide = 1
triggerall = var(54) = 2
trigger1 = AnimElemTime(6) = 0
anim = 900
ID = 1120
pos = 0,90
postype = left
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++1P用
[State ,100];BLOOD HEAT
type = Explod
triggerall = TeamSide = 1
triggerall = var(54) = 3
trigger1 = AnimElemTime(6) = 0
anim = 902
ID = 1121
pos = 0,90
postype = left
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100];HEAT
type = Explod
triggerall = TeamSide = 2
triggerall = var(54) = 2
trigger1 = AnimElemTime(6) = 0
anim = 901
ID = 1130
pos = 0,90
postype = right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100];BLOOD HEAT
type = Explod
triggerall = TeamSide = 2
triggerall = var(54) = 3
trigger1 = AnimElemTime(6) = 0
anim = 903
ID = 1131
pos = 0,90
postype = right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100] ;クリティカルならHEAT、BLOOD HEATを消します
type = RemoveExplod
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
ID = 1120
ignorehitpause = 1

[State ,100] ;クリティカルならHEAT、BLOOD HEATを消します
type = RemoveExplod
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
ID = 1121
ignorehitpause = 1

[State ,100] ;クリティカルならHEAT、BLOOD HEATを消します
type = RemoveExplod
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
ID = 1130
ignorehitpause = 1

[State ,100] ;クリティカルならHEAT、BLOOD HEATを消します
type = RemoveExplod
triggerall = var(56) = 0
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
ID = 1131
ignorehitpause = 1

[State ,100] ;カウンターならHEAT、BLOOD HEATを消します
type = RemoveExplod
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
trigger1 = NumHelper(510) = 1
trigger1 = helper(510),var(0) = 0
ID = 1120
ignorehitpause = 1

[State ,100] ;カウンターならHEAT、BLOOD HEATを消します
type = RemoveExplod
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
trigger1 = NumHelper(510) = 1
trigger1 = helper(510),var(0) = 0
ID = 1121
ignorehitpause = 1

[State ,100] ;カウンターならHEAT、BLOOD HEATを消します
type = RemoveExplod
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
trigger1 = NumHelper(510) = 1
trigger1 = helper(510),var(0) = 0
ID = 1130
ignorehitpause = 1

[State ,100] ;カウンターならHEAT、BLOOD HEATを消します
type = RemoveExplod
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
trigger1 = NumHelper(510) = 1
trigger1 = helper(510),var(0) = 0
ID = 1131
ignorehitpause = 1

[State ,100] ;カウンターならクリティカルも消す
type = RemoveExplod
triggerall = HitPauseTime = 6
trigger1 = HitCount = 1
trigger1 = NumHelper(510) = 1
trigger1 = helper(510),var(0) = 0
ID = 1210
ignorehitpause = 1

[State ,100]
type = EnvShake
trigger1 = AnimElemTime(6) = 3
time = 8
freq = 60
ampl = 4

[State ,100]
type = VarSet
trigger1 = time = 0
var(18) = 0

[State ,100]
type = VarAdd
trigger1 = AnimElemTime(6) >= 0
var(18) = 1
ignorehitpause = 1

[State 115, 1]
type = PalFX
trigger1 = AnimElemTime(5) >= 3 ;PalFxは1フレームズレるのでトリガも1フレームずらします
trigger1 = var(18) < 32 
time = 1
add = 256-floor(var(18)*8.26),256-floor(var(18)*8.26),256-floor(var(18)*8.26)
ignorehitpause = 1

[State 190, 0]
type = PlaySnd
trigger1 = NumTarget(40)
trigger1 = target(40),stateno = [431,456]
trigger1 = target(40),anim = 503
value = s20,13
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1501]
type = S
movetype = A
physics = S
facep2 = 1
velset = 0,0
ctrl = 0
anim = 291

[State -3,0] 
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1

[State ,100]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 800
ID = 1150
pos = 0,floor(Pos Y)
postype = p1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 2
ownpal = 1

[State ,100]
type = EnvShake
trigger1 = AnimElemTime(2) = 0
time = 40
freq = 60
ampl = 4

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s12,1

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(4) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S,SA
hitflag = MAFD
guardflag = -1
animtype = back
air.animtype = back
fall.animtype = back
priority = 4,hit
damage = ifelse(floor(10*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(10*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 0,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
ground.slidetime = 0
ground.hittime = 9999
air.hittime = 9999
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
sprpriority = 1
fall = 1
fall.recover = 1
fall.recovertime = 9999
air.fall = 1
kill = 0
getpower = 0,0
givepower = 11,0
p2facing = 1
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
;++++++++++++++++++++++++++++1P用
[State ,100]
type = Explod
triggerall = TeamSide = 1
trigger1 = time = 0
anim = 904
ID = 1122
pos = 0,90
postype = left
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
;++++++++++++++++++++++++++++2P用
[State ,100]
type = Explod
triggerall = TeamSide = 2
trigger1 = time = 0
anim = 905
ID = 1132
pos = 0,90
postype = right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100];クリティカルならサキスパを消す
type = RemoveExplod
triggerall = var(56) = 0
trigger1 = HitCount = 1
ID = 1122
ignorehitpause = 1

[State ,100];クリティカルならサキスパを消す
type = RemoveExplod
triggerall = var(56) = 0
trigger1 = HitCount = 1
ID = 1132
ignorehitpause = 1

[State ,100];カウンターならサキスパを消す
type = RemoveExplod
trigger1 = HitCount = 1
trigger1 = NumHelper(510) = 1
trigger1 = helper(510),var(0) = 0
ID = 1122
ignorehitpause = 1

[State ,100];カウンターならサキスパを消す
type = RemoveExplod
trigger1 = HitCount = 1
trigger1 = NumHelper(510) = 1
trigger1 = helper(510),var(0) = 0
ID = 1132
ignorehitpause = 1

[State ,100] ;カウンターならクリティカルも消す
type = RemoveExplod
trigger1 = HitCount = 1
trigger1 = NumHelper(510) = 1
trigger1 = helper(510),var(0) = 0
ID = 1210
ignorehitpause = 1

[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 10
ignorehitpause = 1
persistent = 0

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s20,12

[State ,100]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 810
ID = 52
pos = 160,0
postype = left
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State ,100];終了宣言
type = VarSet
trigger1 = AnimElemTime(7) = 0
var(54) = 6
ignorehitpause = 1

[State ,100];MAXゲージ減フラグOFF
type = VarSet
trigger1 = var(54) = 6
var(55) = 0
ignorehitpause = 1

[State ,100];MAXゲージ減少値値OFF
type = VarSet
trigger1 = var(54) = 6
var(40) = 0
ignorehitpause = 1

[State ,100]
type = PowerSet
trigger1 = var(54) = 6
value = 0
ignorehitpause = 1

[State ,100];終了
type = VarSet
trigger1 = var(54) = 6
var(54) = 0
ignorehitpause = 1

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1600]
type = S
movetype = A
physics = S
ctrl = 0
anim = 305

[State ,100]
type = NotHitBy
trigger1 = animelemtime(3) < 0
value = SCA
time = 1

[State ,100];相殺
type = ReversalDef
trigger1 = animelemtime(3) < 0
reversal.attr = SCA,AA,AP ;全段打撃、飛び道具
pausetime = 0,17
sparkno = -1
sparkxy = 0,0
hitsound = -1
p1stateno = 1602
sprpriority = -1 ;省略すると1になってしまう
getpower = 20 * (var(54) = 0),20 * (var(54) = 0)
givepower = 20,20 ;giveしない理由は相手が食らい状態でないため
numhits = 0

;ReversalDefはHitDefにのみ効果を及ぼす。
;したがって相殺判定同士で相殺する原作の再現は不可。

[State ,100]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Shield bunker_AfterImage"
ID = 110
pos = 0,0
postype = p1
stateno = 1601
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(2) = 0
value = s20,8
channel = 17

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 640
ID = 500
pos = 0,-75
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,5

[State ,100]
type = PlaySnd
triggerall = var(10) = 0
trigger1 = AnimElemTime(3) = 0
value = s3,0

[State ,100]
type = PlaySnd
triggerall = var(10) = 1
trigger1 = AnimElemTime(3) = 0
value = s3,1

[State ,100]
type = PlaySnd
triggerall = var(10) = 2
trigger1 = AnimElemTime(3) = 0
value = s8,1

[State ,100]
type = PlaySnd
triggerall = var(10) = 3
trigger1 = AnimElemTime(3) = 0
value = s18,0

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s21,7

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s21,2

[State ,100]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 306
ID = 550
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
removeongethit = 1

[State ,100]
type = RemoveExplod
triggerall = NumExplod(550)
trigger1 = AnimElemTime(7) = 1
trigger1 = MoveContact
ID = 550
ignorehitpause = 1
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(7) = 1
trigger1 = MoveContact
anim = 460
ID = 551
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(7) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(7) = 0
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = ifelse(floor(150*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(150*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
guard.slidetime = 17
ground.hittime = 28
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 24
airguard.ctrltime = 7
;ground.velocity = 0,-9
ground.velocity = 0,0
guard.velocity = -8
;air.velocity = 0,-8.5
air.velocity = 0,0
airguard.velocity = -3,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -18
airguard.cornerpush.veloff = -18
sprpriority = 1
fall = 1
fall.recover = 1
fall.recovertime = 40 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
kill = 1
guard.kill = 0
getpower = 110 * (var(54) = 0),93 * (var(54) = 0)
givepower = 33,16
envshake.time = 10
envshake.freq = 60
envshake.ampl = 5
p2facing = 1
p2stateno = 1605 + IfElse(P2StateType = A, 1, 0)
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 10
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1601]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 461
sprpriority = 5

;残像の色をPalFxで指定すると1フレームズレる。
;なのでAirで残像の色を指定。
;AngleDrawでスケールを変更するとAirの記述が無効になる。
;なのでAirで残像を上に移動。
;原作はscale変更。残像の足が地面についている。

[State ,100]
type = AssertSpecial
trigger1 = 1
flag = noshadow	
ignorehitpause = 1

[State ,ヘルパー消去]
type = destroyself
trigger1 = Time = 10
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 1602];バンカー成功
type = S
movetype = A
physics = N
ctrl = 0
anim = 462

[State ,100]
type = NotHitBy
trigger1 = animelemtime(12) < 4
value = SCA
time = 1

[State ,100]
type = PosFreeze
trigger1 = time <= 15
value = 1

[State ,100]
type = StateTypeSet
trigger1 = time = 16
physics = S

[State ,100]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 640
ID = 500
pos = 0,-75
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1

[State ,100]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 650
ID = 1160
pos = 30,-50
postype = p1
random = 10,10
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause= 1

[State ,100]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 651
ID = 1161
pos = 30,-50
postype = p1
vel = 1.5,0
random = 10,10
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent= 0
ignorehitpause= 1
scale = 0.5,0.5

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,5

[State ,100]
type = PlaySnd
triggerall = var(10) = [0,2]
trigger1 = animelemtime(1) = 0
value = s20,9
ignorehitpause= 1

[State ,100]
type = PlaySnd
triggerall = var(10) = [3,5]
trigger1 = animelemtime(1) = 0
value = s20,10
ignorehitpause= 1

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s21,7

[State ,100]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s21,2

[State ,100]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 306
ID = 550
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
removeongethit = 1

[State ,100]
type = RemoveExplod
triggerall = NumExplod(550)
trigger1 = AnimElemTime(6) = 1
trigger1 = MoveContact
ID = 550
ignorehitpause = 1
persistent = 0

[State ,100]
type = Explod
trigger1 = AnimElemTime(6) = 1
trigger1 = MoveContact
anim = 460
ID = 551
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
sprpriority = 2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 181, ランダム]
type = VarRandom
trigger1 = AnimElemTime(6) = 0
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
priority = 4,hit
damage = ifelse(floor(50*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(50*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1),0
pausetime = 11,10 + IfElse(P2StateType = A, 2,0) + IfElse((enemy,HitDefAttr = SCA, SA,HA, ST,HT),8,IfElse(P2MoveType = A,4,0))
guard.pausetime = 11,10
sparkno = -1
guard.sparkno = s600
sparkxy = floor(enemynear,Const(size.mid.pos.x))+IfElse((Random%2)=0,var(25),-var(25)),floor(enemynear,Const(size.mid.pos.y))+IfElse((Random%2)=0,var(25),-var(25))
hitsound = -1
guardsound = s20,3
ground.type = Low
air.type = Low
guard.slidetime = 17
ground.hittime = 28
guard.hittime = 17
air.hittime = 28
guard.ctrltime = 24
airguard.ctrltime = 7
;ground.velocity = 0,-9
ground.velocity = 0,0
guard.velocity = -8
;air.velocity = 0,-8.5
air.velocity = 0,0
airguard.velocity = -3,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -18
airguard.cornerpush.veloff = -18
sprpriority = 1
fall = 1
fall.recover = 1
fall.recovertime = 40 + IfElse(P2MoveType = A,9999,0)
air.fall = 0
kill = 1
guard.kill = 0
getpower = 110 * (var(54) = 0),93 * (var(54) = 0)
givepower = 33,16
envshake.time = 10
envshake.freq = 60
envshake.ampl = 5
p2facing = 1
p2stateno = 1610 + IfElse(P2StateType = A, 1,0)
;------------------------------カウンター
[State ,100]
type = Helper
triggerall = var(27) = 1
trigger1 = HitCount = 1
helpertype = normal
name = "Counter"
ID = 510
pos = 0,0
postype = p1
stateno = 4003
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
triggerall = HitPauseTime = 10
trigger1 = HitCount = 1
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 601, 音] 
type = PlaySnd
trigger1 = HitCount = 1
value = s20,6
channel = 10
ignorehitpause = 1
persistent = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1603]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 463

[State ,100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = PowerAdd
triggerall = var(54) != [1,3]
trigger1 = time = 0
value = -500
ignorehitpause = 1

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1600
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1605] ;立ち停止
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State ,100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 195, ステート変更]
type = ChangeState
trigger1 = time = 10
value = 1607
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1606] ;空中停止
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State ,100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 195, ステート変更]
type = ChangeState
trigger1 = time = 12
value = 1607
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1607]
type = A
movetype = H
physics = N
ctrl = 0

[State ,100]
type = Gravity
trigger1 = 1

[State ,100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = VelSet
trigger1 = time = 0
x = 0
y = -10

[State ,100]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = time = 0
value = 5061

[State ,100]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
trigger1 = time = 0
value = 5035

[State ,100]
type = ChangeAnim
triggerall = !SelfAnimExist(5035)
trigger1 = time = 0
value = 5050

[State ,100]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
triggerall = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State ,100]
type = SelfState
trigger1 = time > 28
trigger1 = Command = "recovery"
value = 5210
ctrl = 0

[State ,100]
type = SelfState
triggerall = SelfAnimExist(5101)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;HIT_BOUNCE
anim = 5101
ctrl = 0

[State ,100]
type = SelfState
triggerall = !SelfAnimExist(5101)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;HIT_BOUNCE
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1610] ;立ち停止
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State ,100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 195, ステート変更]
type = ChangeState
trigger1 = time = 12
value = 1612
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1611] ;空中停止
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State ,100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = ChangeAnim2
trigger1 = time = 0
value = 503

[State 195, ステート変更]
type = ChangeState
trigger1 = time = 14
value = 1612
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1612]
type = A
movetype = H
physics = N
ctrl = 0

[State ,100]
type = Gravity
trigger1 = 1

[State ,100]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = VelSet
trigger1 = time = 0
x = 0
y = -10

[State ,100]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = time = 0
value = 5061

[State ,100]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
trigger1 = time = 0
value = 5035

[State ,100]
type = ChangeAnim
triggerall = !SelfAnimExist(5035)
trigger1 = time = 0
value = 5050

[State ,100]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
triggerall = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State ,100]
type = SelfState
triggerall = SelfAnimExist(5101)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;HIT_BOUNCE
anim = 5101
ctrl = 0

[State ,100]
type = SelfState
triggerall = !SelfAnimExist(5101)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;HIT_BOUNCE
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 2000]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 500

[State ,100] ;MAXエフェクト
type = Explod
triggerall = root,var(58) = 1
triggerall = TeamSide = 1
trigger1 = time = 0
anim = 790
ID = 1110
pos = -101,223
postype = left
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
;++++++++++++++++++++++++++++2P用
[State ,100] ;MAXエフェクト
type = Explod
triggerall = root,var(58) = 1
triggerall = TeamSide = 2
trigger1 = time = 0
anim = 790
ID = 1110
pos = 101,223
postype = right
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
facing = -1
;++++++++++++++++++++++++++++2P用

[State ,100]
type = ParentVarSet
trigger1 = parent,var(54) = 1
trigger1 = time = 22
var(55) = 1
ignorehitpause = 1

[State ,100]
type = DestroySelf
trigger1 = parent,var(55) = 1
trigger2 = parent,var(54) = 3
;---------------------------------------------------------------------------
[Statedef 2001]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 500

[State ,100]
type = ParentVarSet
trigger1 = parent,var(54) = 2
trigger1 = time = 0
var(41) = root,power
ignorehitpause = 1

[State ,100]
type = ParentVarSet
trigger1 = parent,var(54) = 2
trigger1 = time = 32
var(55) = 2
ignorehitpause = 1

[State ,100]
type = DestroySelf
trigger1 = parent,var(55) = 2
;---------------------------------------------------------------------------
[Statedef 2002]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 500

[State ,100]
type = ParentVarSet
trigger1 = parent,var(54) = 3
trigger1 = time = 62
var(55) = 3
ignorehitpause = 1

[State ,100]
type = DestroySelf
trigger1 = parent,var(55) = 3
;---------------------------------------------------------------------------
[Statedef 10000]
physics = N
ctrl = 0
anim = 500
sprpriority = -5

[State ,100]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State ,100] ; ゲージ
type = PowerAdd
triggerall = time = 0
triggerall = root,var(54) != [1,3]
trigger1 = root,stateno = 420
trigger2 = root,stateno = 520
trigger3 = root,stateno = 612
trigger4 = root,stateno = 494
value = -1000

[State ,100] ; ゲージ
type = PowerAdd
triggerall = time = 0
triggerall = root,var(54) != [1,3]
trigger1 = root,stateno = 720
value = -1500
;++++++++++++++++++++++++++++++++++++++++MAX
[State ,100];ゲージ指定
type = ParentVarSet
triggerall = time = 0
triggerall = root,var(54) = 1
trigger1 = root,stateno = 800
var(40) = 3000
ignorehitpause = 1
persistent = 0

[State ,100];ゲージ指定
type = ParentVarSet
triggerall = time = 0
triggerall = root,var(54) = 1
triggerall = root,var(40) = [2001,2999]
trigger1 = root,stateno = 420
trigger2 = root,stateno = 520
trigger3 = root,stateno = 612
trigger4 = root,stateno = 494
var(40) = 3000
ignorehitpause = 1
persistent = 0

[State ,100];ゲージ減
type = ParentVarAdd
triggerall = time = 0
triggerall = root,var(54) = 1
triggerall = root,var(40) = [0,2000]
trigger1 = root,stateno = 420
trigger2 = root,stateno = 520
trigger3 = root,stateno = 612
trigger4 = root,stateno = 494
var(40) = 1000
ignorehitpause = 1
persistent = 0

[State ,100];ゲージ指定
type = ParentVarSet
triggerall = time = 0
triggerall = root,var(54) = 1
triggerall = root,var(40) = [1501,2999]
trigger1 = root,stateno = 720
var(40) = 3000
ignorehitpause = 1
persistent = 0

[State ,100];ゲージ減
type = ParentVarAdd
triggerall = time = 0
triggerall = root,var(54) = 1
triggerall = root,var(40) = [0,1500]
trigger1 = root,stateno = 720
var(40) = 1500
ignorehitpause = 1
persistent = 0

[State ,100]
type = DisplayToClipboard
trigger1 = 1
text = "%d"
params = root,var(40)
;++++++++++++++++++++++++++++++++++++++++MAX
;++++++++++++++++++++++++++++++++++++++++HEAT
[State ,100];ゲージ指定
type = ParentVarAdd
triggerall = time = 0
triggerall = root,var(54) = 2
trigger1 = root,stateno = 800
var(40) = 3000
ignorehitpause = 1
persistent = 0

[State ,100];ゲージ減
type = ParentVarAdd
triggerall = time = 0
triggerall = root,var(54) = 2
trigger1 = root,stateno = 420
trigger2 = root,stateno = 520
trigger3 = root,stateno = 612
trigger4 = root,stateno = 494
var(40) = 1000
ignorehitpause = 1
persistent = 0

[State ,100];ゲージ減
type = ParentVarAdd
triggerall = time = 0
triggerall = root,var(54) = 2
trigger1 = root,stateno = 720
var(40) = 1500
ignorehitpause = 1
persistent = 0
;++++++++++++++++++++++++++++++++++++++++HEAT
;++++++++++++++++++++++++++++++++++++++++BLOOD HEAT
[State ,100];ゲージ指定
type = ParentVarSet
triggerall = time = 0
triggerall = root,var(54) = 3
trigger1 = root,stateno = 810
trigger2 = root,stateno = 900
var(40) = 3000
ignorehitpause = 1
persistent = 0

[State ,100];ゲージ減
type = ParentVarAdd
triggerall = time = 0
triggerall = root,var(54) = 3
trigger1 = root,stateno = 420
trigger2 = root,stateno = 520
trigger3 = root,stateno = 612
trigger4 = root,stateno = 494
var(40) = 500
ignorehitpause = 1
persistent = 0

[State ,100];ゲージ減
type = ParentVarAdd
triggerall = time = 0
triggerall = root,var(54) = 3
trigger1 = root,stateno = 720
var(40) = 750
ignorehitpause = 1
persistent = 0
;++++++++++++++++++++++++++++++++++++++++BLOOD HEAT
[State ,100] ; Ex-Edge
type = ChangeAnim
triggerall = root,stateno != 800
triggerall = root,stateno != 810
trigger1 = root,PalNo = [1,4]
trigger1 = time = 0
value = 384 + root,PalNo

[State ,100] ; Ex-Edge
type = ChangeAnim
triggerall = root,stateno != 800
triggerall = root,stateno != 810
trigger1 = root,PalNo = [5,12]
trigger1 = time = 0
value = 385

[State ,100] ;Arc-Drive
type = ChangeAnim
triggerall = root,stateno = 800 || root,stateno = 810
trigger1 = root,PalNo = [1,4]
trigger1 = time = 0
value = 404 + root,PalNo

[State ,100] ;Arc-Drive
type = ChangeAnim
triggerall = root,stateno = 800 || root,stateno = 810
trigger1 = root,PalNo = [5,12]
trigger1 = time = 0
value = 405

[State ,100]
type = VarAdd
trigger1 = time < 17
var(20) = 1

[State ,100]
type = BGPalFX
triggerall = root,stateno != 905
trigger1 = time < 29 ;1フレーム遅い
time = 1
mul = 256-var(20)*8,256-var(20)*8,256-var(20)*8

[State ,100]
type = VarAdd
trigger1 = time > 27
trigger1 = time < 42
fvar(0) = 0.038

[State ,100]
type = AngleDraw
trigger1 = time > 27
trigger1 = time < 42
scale = 1 + fvar(0),1 + fvar(0)

[State ,100]
type = VarAdd
trigger1 = time > 27
trigger1 = time < 42
var(21) = 1

[State ,100]
type = Trans
trigger1 = time > 27
trigger1 = time < 42
trans = addalpha
time = 1
alpha = 256-floor(var(21)*18.29), floor(var(21)*18.29)

[State ,100] ;Ex-Edge & Arc-Drive
type = VelSet
trigger1 = time = 28
x = 4

[State ,ヘルパー消去]
type = destroyself
triggerall = root,stateno != 905
trigger1 = Time = 42
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++屈みLA用
[State ,100]
type = BGPalFX
triggerall = root,stateno = 905
trigger1 = time < 16 ;1フレーム遅い
time = 1
mul = 256-time*16,256-time*16,256-time*16

[State ,100]
type = BGPalFX
triggerall = root,stateno = 905
trigger1 = time >= 16
trigger1 = time < 59 ;1フレーム遅い
time = 1
mul = 0,0,0

[State ,100]
type = Trans
triggerall = root,stateno = 905
trigger1 = time >= 40
trans = addalpha
time = 1
alpha = 0,256

[State ,ヘルパー消去]
type = destroyself
triggerall = root,stateno = 905
trigger1 = Time = 60
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
