;■遠野秋葉Var使用状況
;Var(0)		：ランダム音声
;Var(1)		：カウンターヒット
;Var(2)		：チェーン判定(立−小)
;Var(3)		：チェーン判定(立−中)
;Var(4)		：チェーン判定(立−大)
;Var(5)		：チェーン判定(立−→大)
;Var(6)		：チェーン判定(立−←大)
;Var(7)		：チェーン判定(屈−小)
;Var(8)		：チェーン判定(屈−中)
;Var(9)		：チェーン判定(屈−大)
;Var(10)	：チェーン判定(ジャンプ−小)
;Var(11)	：チェーン判定(ジャンプ−中)
;Var(12)	：チェーン判定(ジャンプ−大)
;Var(13)	：チェーン判定(ジャンプ−↓大)
;Var(14)	：二段ジャンプ用(回数制限)
;Var(15)-(20)	：空中ダッシュ用
;Var(21)	：ハイジャンプ用
;Var(22)	：速さ(ダッシュジャンプ)
;Var(23)	：必殺技汎用(シールド/赤手・檻髪/赤手・焔華/空中投げ)
;Var(24)	：壁激突の音用フラグ
;Var(25)	：ジャンプキャンセル
;Var(26)	：バウンドコンボ用フラグ
;Var(27)	：受身用
;Var(28)	：バウンドコンボカウント
;Var(29)	：ヒットエフェクト
;Var(30)	：
;Var(31)	：空中ダッシュ用
;Var(32)	：アークドライブ連打用(ヒットカウント増加用フラグ)
;Var(33)	：受身用
;Var(34)	：ガードキャンセルシールドバンカーキャンセル用
;Var(35)	：相手の名前
;Var(36)	：相殺
;Var(37)	：ヒット数カウント
;Var(38)	：クリティカルヒットカウント
;Var(39)	：リバースビート/シールドキャンセルカウント
;Var(40)	：MAX/HEAT/BLOODHEAT状態
;Var(41)-(50)	：EXエフェクト時間
;Var(51)	：モード選択
;Var(52)-(54)	：ヴァイタルソース
;Var(55)	：
;Var(56)	：獣を焦がす内側判定
;Var(57)	：勝利台詞
;Var(58)	：タッグ時相手判別
;Var(59)	：AI

;■遠野秋葉FVar使用状況
;FVar(0)	：
;FVar(1)	：
;FVar(2)	：
;FVar(3)	：
;FVar(4)	：
;FVar(5)	：ダウン追い討ち判定
;FVar(6)	：ダウン追い討ちベクトル
;FVar(7)	：赤主・檻髪ボタン連打
;FVar(8)	：勝利演出
;FVar(9)	：勝利演出２
;FVar(10)	：総合コンボ補正
;FVar(11)	：特定攻撃ダメージ補正
;FVar(12)	：ヒット数補正 - (Var(37))
;FVar(13)	：クリティカルヒット補正 - (Var(38))
;FVar(14)	：状態ダメージ補正
;FVar(15)	：EXキャンセル補正
;FVar(16)	：リバースビート/シールドキャンセルダメージ補正
;FVar(17)	：状態ダメージ補正
;FVar(18)	：逆根性値相手認識
;FVar(19)	：逆根性値補正
;FVar(20)	：重力
;FVar(21)	：現在のPower値/パワー増加無効化
;FVar(22)	：ダメージレベル設定(本体)
;FVar(23)	：インバリッド判別
;FVar(24)	：リバーサル判別
;FVar(25)-(26)	：ヴァイタルソース
;FVar(27)	：先行入力コマンド記憶
;FVar(28)	：先行入力受付時間
;FVar(29)	：
;FVar(30)	：投げ学習格納
;FVar(31)	：中段学習格納
;FVar(32)	：下段学習格納
;FVar(33)	：空不学習格納
;FVar(34)	：ガー不学習格納
;FVar(35)	：当身攻撃学習
;FVar(36)	：当身攻撃学習
;FVar(37)	：
;FVar(38)	：AI処理用(空振り認識)
;FVar(39)	：AI処理用(端コン空振り認識)

;-----------------------------------------
;ヘルパー用
;■Helper(3300)-(3420)
;Var(0)-(2)	：カットイン画像サイズ
;FVar(0)	：カットイン画像サイズ
;FVar(1)	：カットイン画像サイズ

;■Helper(5310)-(5312)
;FVar(1)	：星の座標
;FVar(2)	：星の座標(X軸)
;FVar(3)	：星の座標(Y軸)

;■Helper(7901)
;Var(0)		：炎の座標(横)
;Var(23)	：炎の座標(縦)
;Var(29)-(30)	；赤手・焔華(炎の座標)
;-----------------------------------------

[Data]
life = 1000
power = 3000
attack = 100 ;【Akiha-AI_Config.cns】の「ダメージレベル設定」で変更してください。
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 50
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 155
IntPersistIndex = 40
FloatPersistIndex = 26

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

[Velocity]
walk.fwd  = 1.7       ;Walk forward
walk.back = -1.1      ;Walk backward
run.fwd  = 6.1, 0     ;Run forward (x, y)
run.back = -6.5,-4.2  ;Hop backward (x, y)
jump.neu = 0,-9.5     ;Neutral jumping velocity (x, y)
jump.back = -1.5      ;Jump back Speed (x, y)
jump.fwd = 1.9        ;Jump forward Speed (x, y)
runjump.back = -1.2, -8.4 ;Running jump speeds (opt)
runjump.fwd = 2,-8.4      ;.
airjump.neu = 0,-8.6      ;.
airjump.back = -1.5       ;Air jump speeds (opt)
airjump.fwd = 2.2         ;.

[Movement]
airjump.num = 0       ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .44          ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching


;---------------------------------------------------------------------------
;立ち弱
[Statedef 200]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 200, 201)
sprpriority = 2
facep2 = 1

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = 1

;ハッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random <= 500
value = 20, 0
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 2
value = 10, 0

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 2
value = 35, 19

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正
[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.75
FV = 11
Value = 0.75
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = S, NA
damage = Ceil(FVar(10)*(30-Var(37)%2)*FVar(22)), 0
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -75
hitsound = S15, 0
guardsound = S15, 20
ground.type = High
ground.slidetime = 7
ground.hittime = 10     ;五分
ground.velocity = -6
guard.slidetime = 7
guard.ctrltime = 10     ;五分
guard.velocity = -6.5
air.type = High
air.velocity = IfElse(FVar(5)=1,-2.5,-4.5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-6.5,-1)
guard.cornerpush.veloff = -6.8
air.cornerpush.veloff = -3.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 18
getpower = ifelse(Var(40) = 0, 51, 0), ifelse(Var(40) = 0, 43, 0)
givepower = 19, 15

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = S,NA
damage = Ceil(FVar(10)*(30-Var(37)%2)*FVar(22)),0
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3,Hit
pausetime = 6,ifelse(P2MoveType != A,6,9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20,-75
hitsound = S35,0
guardsound = S35,9
ground.type = High
ground.slidetime = 7
ground.hittime = 10     ;五分
ground.velocity = -5
guard.slidetime = 7
guard.ctrltime = 10     ;五分
guard.velocity = -6.5;★直してない
air.type = Low
air.velocity = IfElse(FVar(5)=1,-3,-4.5),IfElse(FVar(5)=1,-6.0,FVar(6))
airguard.velocity = -3,-4.5
ground.cornerpush.veloff = -8.5+((PrevStateNo=200)*3);★直してない
air.cornerpush.veloff = -5.5;★直してない
yaccel = IfElse(FVar(5)=1,0.6,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType!=A,1,0)
fall.recovertime = 18
getpower = ifelse(Var(40) = 0,30,0),ifelse(Var(40)=0,25,0)
givepower = 9,5

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 205
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中
[Statedef 210]
type = S
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 210
sprpriority = 2
facep2 = 1

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 3
value = 1

[State 200, 1]
type = VelSet
trigger1 = AnimElem = 2, = 1
x = ifelse(PrevStateNo != 100, 4, 6.5)

[State 200, 1]
type = VelSet
trigger1 = AnimElem = 2, = 2
x = 0

;ランダム音声
[State -2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 6,7

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

;相殺
[State 200]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

[State 200]
type = MoveHitReset
trigger1 = AnimElemTime(4) <= 0
ignorehitpause = 1

;ノーマルへ
[State 200, 7]
type = ChangeState
trigger1 = Var(59) = 0
trigger1 = AnimElemTime(3) >= 2
trigger1 = Command != "/y"
trigger2 = Var(59) > 0
trigger2 = Var(28) != 2
trigger2 = Helper(25000),Var(53) = -1
value = 211

;ブローバックエッジへ
[State 200, 7]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Var(59) = 0
trigger2 = Var(59) > 0
trigger2 = Var(28) = 2
trigger3 = Var(59) > 0
trigger3 = Helper(25000),Var(53) = 1
value = 212

;---------------------------------------------------------------------------
;立ち中(ノーマル)
[Statedef 211]
type = S
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 211
sprpriority = 2

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;ランダム音声
[State -2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,3

;ハッ、フッ、ヤッ
[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random <= 800
value = 20,Var(0)
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 2
value = 10, 1

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 2
value = 35, 21

[State 200, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 5.5

[State 200, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 200, 1]
type = VelAdd
trigger1 = Vel X >= .4
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) < 0
x = -.4

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = P2StateType != C
trigger1 = AnimElem = 3
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 1
guardsound = S15, 20
ground.type = Low
ground.slidetime = 13
ground.hittime = 13     ;4フレ不利
ground.velocity = -6.5
guard.slidetime = 13
guard.ctrltime = 13     ;4フレ不利
air.velocity = -1.3*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-13,-1)
guard.cornerpush.veloff = -13
air.cornerpush.veloff = -1
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 39, 30

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = P2StateType = C
trigger1 = AnimElem = 3
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 1
guardsound = S15, 20
ground.type = Trip
ground.slidetime = 13
ground.hittime = 13     ;4フレ不利
ground.velocity = -1, -3
guard.velocity = -5.5
guard.slidetime = 13
guard.ctrltime = 13     ;4フレ不利
air.velocity = -1.3*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -3.5
guard.cornerpush.veloff = -13
air.cornerpush.veloff = -1
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 1
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 26
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 39, 30

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = P2StateType != C
trigger1 = AnimElem = 3
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 1
guardsound = S35, 9
ground.type = Low
ground.slidetime = 13
ground.hittime = 13     ;4フレ不利
ground.velocity = -6.5
guard.slidetime = 13
guard.ctrltime = 13     ;4フレ不利
air.velocity = -2.0*FVar(5),IfElse(FVar(5)=1,-6.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -11.5
air.cornerpush.veloff = -7.0
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = P2StateType = C
trigger1 = AnimElem = 3
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 1
guardsound = S35, 9
ground.type = Trip
ground.slidetime = 13
ground.hittime = 13     ;4フレ不利
ground.velocity = -0.25, -3
guard.velocity = -7.5
guard.slidetime = 13
guard.ctrltime = 13     ;4フレ不利
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -6.5
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -7.0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 1
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 26
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 215
pos = 0, 0
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = animElemTime(4) < 0
trigger1 = Command = "y"
value = 213

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中(ブローバックエッジ)
[Statedef 212]
type = S
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 212
sprpriority = 2

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
v = 29
range = 3100, 3105
ignorehitpause = 1

;エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3000
pos = -26, -110
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
persistent = 0

;よろしくて
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random <= 800
value = 20, 6
channel = 0

;ブローバックエッジ(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 10, 3

;ブローバックエッジ(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 8

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 10, 1

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 20

[State 200, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 9

[State 200, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 200, 1]
type = VelAdd
trigger1 = Vel X >= .4
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
x = -.4

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Range = 0,31
Persistent = 0

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = P2StateType != C
trigger1 = AnimElem = 1
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 5
guardsound = S15, 20
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -6.5
guard.slidetime = 13
guard.ctrltime = 13
air.velocity = -2.0*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-11,-1)
air.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 39, 30

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = P2StateType != C
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 5
guardsound = S15, 20
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -6.5
guard.slidetime = 13
guard.ctrltime = 13
air.velocity = -2.0*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-11,-1)
air.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 39, 30

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = P2StateType = C
trigger1 = AnimElem = 1
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 5
guardsound = S15, 20
ground.type = Trip
ground.slidetime = 13
ground.hittime = 13
ground.velocity = 0, -3
guard.velocity = -6.5
guard.slidetime = 13
guard.ctrltime = 13
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -1
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -1
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 26
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 39, 30

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = P2StateType = C
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 5
guardsound = S15, 20
ground.type = Trip
ground.slidetime = 13
ground.hittime = 13     ;五分
ground.velocity = 0, -3
guard.velocity = -6.5
guard.slidetime = 13
guard.ctrltime = 13     ;五分
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -1
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -1
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 39, 30


[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = P2StateType != C
trigger1 = AnimElem = 1
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 6
guardsound = S35, 9
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -7
guard.slidetime = 13
guard.ctrltime = 13
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-6.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -11
air.cornerpush.veloff = -5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = P2StateType != C
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 6
guardsound = S35, 9
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -7
guard.slidetime = 13
guard.ctrltime = 13
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-6.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -11
air.cornerpush.veloff = -5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = P2StateType = C
trigger1 = AnimElem = 1
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 6
guardsound = S35, 9
ground.type = Trip
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -1, -3
guard.velocity = -7
guard.slidetime = 13
guard.ctrltime = 13
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-6.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -11
air.cornerpush.veloff = -5
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 26
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = P2StateType = C
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
damage = Ceil(FVar(10)*(65-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 6
guardsound = S35, 9
ground.type = Trip
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -1, -3
guard.velocity = -7
guard.slidetime = 13
guard.ctrltime = 13
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-6.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -11
air.cornerpush.veloff = -5
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 215
pos = 0, 0
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(4) < 0
trigger1 = Command = "y"
value = 213

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中(追加打ち上げ)
[Statedef 213]
type = S
movetype= A
physics = N
juggle = 1
velset = 1, 0
ctrl = 0
anim = 213
sprpriority = 2

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
value = 10, 1

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
value = 10, 1

[State 200, 1]
type = VelSet
trigger1 = Vel X < .5
x = 0

[State 200, 1]
type = VelAdd
trigger1 = Vel X >= .5
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(12) < 5
x = -.035

;ランダム音声
[State -2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 6,7

;相殺
[State 200]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

[State 200]
type = MoveHitReset
trigger1 = AnimElemTime(4) <= 0
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正(ReACT)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 1
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.90
FV = 11
Value = 0.90
IgnoreHitPause = 1

;特殊補正(ActCadenza)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = S, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), Ceil(FVar(11)*5*FVar(22))
animtype = Up
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -60
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;10フレ不利
ground.velocity = 0, -9.4
guard.velocity = -6
guard.slidetime = 16
guard.ctrltime = 16     ;10フレ不利
air.velocity = IfElse(FVar(5)=1,0,-5),IfElse(FVar(5)=1,-9.4,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -15
air.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.46,0.8)
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 40
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 39, 30
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = S, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), Ceil(FVar(11)*5*FVar(22))
animtype = Up
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -60
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;10フレ不利
ground.velocity = 0, -9.4
guard.velocity = -11
guard.slidetime = 16
guard.ctrltime = 16     ;10フレ不利
air.velocity = IfElse(FVar(5)=1,0,-5),IfElse(FVar(5)=1,-10,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -15
air.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.46,0.8)
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 40
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 5
anim = 216
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強
[Statedef 220]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 220, 223)
sprpriority = 2
facep2 = 1

[State 200, 1]
type = PosAdd
trigger1 = Time = 0
x = 6

[State 200, 1]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
x = 5

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 4
value = 1

;フッ
[State 200]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Random <= 800
value = 20,1
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
value = 10, 2

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
value = 35, 21

;ランダム音声
[State -2]
type = VarRandom
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
v = 0
range = 6,7

;相殺(攻撃判定なし)
[State 200]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

[State 200]
type = MoveHitReset
trigger1 = AnimElemTime(4) <= 0
ignorehitpause = 1

;相殺(攻撃判定あり)
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 9
id = 222
name = "hit"
sprpriority = -5
pos = 0, 0
stateno = 222
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正(ReACT)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 1
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.90
FV = 11
Value = 0.90
IgnoreHitPause = 1

;特殊補正(ActCadenza)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.01
FV = 11
Value = 0.90*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = MoveReversed = 0 && MoveContact = 0
trigger1 = P2StateType != A
trigger1 = AnimElemTime(9) > 0
attr = S, NA
damage = Ceil(FVar(10)*(120-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -70
hitsound = S15, 3
guardsound = S15, 20
ground.type = High
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -12
guard.velocity = -13
guard.slidetime = 15
guard.ctrltime = 15     ;4フレ不利
air.velocity = -1.5*FVar(5),IfElse(FVar(5)=1,-5.4,FVar(6))
ground.cornerpush.veloff = -17
guard.cornerpush.veloff = -17
air.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
air.fall = 1
fall.recover = 0
getpower = ifelse(Var(40) = 0, 187, 0), ifelse(Var(40) = 0, 159, 0)
givepower = 71, 56
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = FVar(5) = 1
triggerall = MoveReversed = 0 && MoveContact = 0
trigger1 = P2StateType = A
trigger1 = AnimElemTime(9) > 0
attr = S, NA
damage = Ceil(FVar(10)*(120-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -70
hitsound = S15, 3
guardsound = S15, 20
ground.type = High
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -7, 0
guard.velocity = -9
guard.slidetime = 15
guard.ctrltime = 15     ;4フレ不利
air.velocity = -10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .4
air.fall = 1
fall.recover = 0
getpower = ifelse(Var(40) = 0, 187, 0), ifelse(Var(40) = 0, 159, 0)
givepower = 71, 56
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
id = 220
p2stateno = 225
p2facing = 1


[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = MoveReversed = 0 && MoveContact = 0
trigger1 = P2StateType != A
trigger1 = AnimElemTime(9) >= 0
attr = S, NA
damage = Ceil(FVar(10)*(110-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -70
hitsound = S35, 4
guardsound = S35, 9
ground.type = High
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -13+ifelse(Var(37) <= 2, Var(37), 2)
guard.slidetime = 15
guard.ctrltime = 15     ;4フレ不利
air.velocity = -1.5*FVar(5),IfElse(FVar(5)=1,-5.4,FVar(6))
ground.cornerpush.veloff = IfElse(FVar(5)=1,-18,-9)
air.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
air.fall = 1
fall.recover = 0
getpower = ifelse(Var(40) = 0, 110, 0), ifelse(Var(40) = 0, 93, 0)
givepower = 33, 16
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = FVar(5) = 1
triggerall = MoveReversed = 0 && MoveContact = 0
trigger1 = P2StateType = A
trigger1 = AnimElemTime(9) >= 0
attr = S, NA
damage = Ceil(FVar(10)*(110-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -70
hitsound = S35, 4
guardsound = S35, 9
ground.type = High
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -7, 0
guard.slidetime = 15
guard.ctrltime = 15     ;4フレ不利
air.velocity = -10, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .4
air.fall = 1
fall.recover = 0
getpower = ifelse(Var(40) = 0, 110, 0), ifelse(Var(40) = 0, 93, 0)
givepower = 33, 16
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
id = 220
p2stateno = 225
p2facing = 1

[State 200, 7]
type = ChangeState
;trigger1 = Var(36) = 1
trigger1 = NumHelper(222) >= 1
trigger1 = helper(222),MoveHit
value = 221

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相殺
[Statedef 222]
type = A
movetype= I
physics = N
anim = 222
velset = 0, 0
ctrl = 1
sprpriority = 0

[State 0, 2]
type = BindToRoot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

;ランダム音声
[State -2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 6,7

;相殺
[State 200]
type = ReversalDef
trigger1 = AnimElem = 1
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 2,2
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

[State 3100, 1]
type = SuperPause
trigger1 = MoveHit
anim = -1
time = 11
movetime = 11
sound = -1
poweradd = 0
unhittable = 0
darken = 0
p2defmul = 1
persistent = 0

[State 200, 7]
type = ParentVarSet
trigger1 = MoveHit
v = 36
value = 1
ignorehitpause = 1
persistent = 0

[State 52, 4]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = MoveHit

;---------------------------------------------------------------------------
;立ち強(相殺後)
[Statedef 221]
type = S
movetype= A
physics = S
anim = 221
ctrl = 0
sprpriority = 2

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

;------------------
; 蹴られた相手
[Statedef 225]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim]
type = ChangeAnim2
trigger1 = 1
value = 225

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
trigger2 = Time = 15
value = 226

;------------------
; 吹っ飛ぶ相手
[Statedef 226]
type    = A
movetype= H
physics = N

[State 7100, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 0

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 227

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; 壁に激突する相手
[Statedef 227]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger1 = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
trigger1 = Enemy,Var(51)%10 = 2
trigger2 = Enemy,TeamMode = Simul
x = 1
y = 1

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 227

[State 1028, Vel Y]
type = VelSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
triggerall = Enemy,Var(51)%10 = 1
trigger1 = Time = 0
y = -5.7

[State 1028, Vel X]
type = VelSet
triggerall = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
triggerall = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
triggerall = Enemy,Var(51)%10 = 1
trigger1 = Time = 0
x = .5

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 228

;------------------
; 壁で跳ね返る相手
[Statedef 228]
type    = A
movetype= H
physics = N

[State 1028, Vel Y]
type = VelSet
triggerall = Time = 0
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger1 = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
trigger1 = Enemy,Var(51)%10 = 2
trigger2 = Enemy,TeamMode = Simul
y = -7.85

[State 1028, Vel X]
type = VelSet
triggerall = Time = 0
trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
trigger1 = Enemy,AuthorName = "tukemon&HAL" && Enemy,Name = "Akiha"
trigger1 = Enemy,Var(51)%10 = 2
trigger2 = Enemy,TeamMode = Simul
x =  .75

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .47

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 5050, 5]; Recover in mid air
type = SelfState
triggerall = SelfAnimExist(5210)
triggerall = Alive
trigger1 = Time >= 26
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;立ち６強
[Statedef 300]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 300, 301)
sprpriority = 2
facep2 = 1

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 5
value = 1

;黙りなさい
[State 200]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = Random <= 800
value = 20,5
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 6
value = 10, 2

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 6
value = 35, 21

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正
[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.80
FV = 11
Value = 0.80
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = MoveReversed = 0 && MoveContact = 0
trigger1 = P2StateType != A
trigger1 = AnimElemTime(6) > 0
attr = S, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -45
hitsound = S15, 3
guardsound = S15, 20
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;9フレ不利
ground.velocity = 0
guard.velocity = -11
guard.slidetime = 16
guard.ctrltime = 16     ;9フレ不利
air.velocity = -1.5*FVar(5),IfElse(FVar(5)=1,-5.4,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -20
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
getpower = ifelse(Var(40) = 0, 136, 0), ifelse(Var(40) = 0, 115, 0)
givepower = 51, 41
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = FVar(5) = 1
triggerall = MoveReversed = 0 && MoveContact = 0
trigger1 = P2StateType = A
trigger1 = AnimElemTime(6) > 0
attr = S, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -45
hitsound = S15, 3
guardsound = S15, 20
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;9フレ不利
air.velocity = -8, 0
guard.slidetime = 16
guard.ctrltime = 16     ;9フレ不利
air.velocity = -10, 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -20
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
yaccel = 0
getpower = ifelse(Var(40) = 0, 136, 0), ifelse(Var(40) = 0, 115, 0)
givepower = 51, 41
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
p2stateno = 225
p2facing = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = FVar(5) = 2
triggerall = MoveReversed = 0 && MoveContact = 0
trigger1 = P2StateType = A
trigger1 = AnimElemTime(6) > 0
attr = S, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -45
hitsound = S15, 3
guardsound = S15, 20
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;9フレ不利
air.velocity = -8, 0
guard.slidetime = 16
guard.ctrltime = 16     ;9フレ不利
air.velocity = -5, Fvar(6)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
getpower = ifelse(Var(40) = 0, 136, 0), ifelse(Var(40) = 0, 115, 0)
givepower = 51, 41
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3


[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = P2StateType != A
trigger1 = AnimElem = 6
attr = S, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -45
hitsound = S35, 4
guardsound = S35, 9
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;9フレ不利
ground.velocity = 0
guard.slidetime = 16
guard.ctrltime = 16     ;9フレ不利
guard.velocity = -12
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-6.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -17
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
getpower = ifelse(Var(40) = 0, 80, 0), ifelse(Var(40) = 0, 68, 0)
givepower = 24, 12
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = FVar(5) = 1
trigger1 = P2StateType = A
trigger1 = AnimElem = 6
attr = S, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -45
hitsound = S35, 4
guardsound = S35, 9
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;9フレ不利
guard.slidetime = 16
guard.ctrltime = 16     ;9フレ不利
air.velocity = -10, 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
yaccel = 0
getpower = ifelse(Var(40) = 0, 80, 0), ifelse(Var(40) = 0, 68, 0)
givepower = 24, 12
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
p2stateno = 225
p2facing = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = FVar(5) = 2
trigger1 = P2StateType = A
trigger1 = AnimElem = 6
attr = S, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -45
hitsound = S35, 4
guardsound = S35, 9
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;9フレ不利
guard.slidetime = 16
guard.ctrltime = 16     ;9フレ不利
air.velocity = -5, FVar(6)
ground.cornerpush.veloff = -8
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
getpower = ifelse(Var(40) = 0, 80, 0), ifelse(Var(40) = 0, 68, 0)
givepower = 24, 12
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち４強
[Statedef 310]
type = S
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 310
sprpriority = 2
facep2 = 1

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
trigger2 = AnimElem = 5
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 6
value = 1

[State 200, 1]
type = VelSet
trigger1 = Var(51)%10 = 1
trigger1 = Time = 0
x = ifelse(PrevStateNo != 100, 1, 1.75)

[State 200, 1]
type = VelSet
trigger1 = Var(51)%10 = 2
trigger1 = Time = 0
x = ifelse(PrevStateNo != 100, 1.3, 2)

;ランダム音声
[State -2]
type = VarRandom
trigger1 = AnimElem = 3
v = 0
range = 0,4

;ハッ、フッ、ヤッ
[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random <= 800
value = 20,Var(0)
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 3
value = 10, 2

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 3
value = 35, 21

[State 200]
type = VelSet
trigger1 = AnimElem = 6, = 2
x = 0

;ランダム音声
[State -2]
type = VarRandom
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
v = 0
range = 6,7

;相殺(攻撃判定なし)
[State 200]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

[State 200]
type = MoveHitReset
trigger1 = AnimElemTime(3) <= 0
ignorehitpause = 1

;相殺(攻撃判定あり)
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 4
id = 312
name = "hit"
sprpriority = -5
pos = 0, 0
stateno = 312
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = S, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -65
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;13フレ不利
ground.velocity = -9.5+ifelse(Var(37)*3 <= 6, Var(37)*3, 6)
guard.velocity = -13
guard.slidetime = 16
guard.ctrltime = 16     ;13フレ不利
air.velocity = IfElse(FVar(5)=1,-2.4,-4.0),IfElse(FVar(5)=1,-6.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-12+ifelse(Var(37)*3 <= 9, Var(37)*3, 9),-1)
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -7
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 28
getpower = ifelse(Var(40) = 0, 119, 0), ifelse(Var(40) = 0, 101, 0)
givepower = 45, 35
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = S, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -65
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;13フレ不利
ground.velocity = -9.5+ifelse(Var(37)*3 <= 6, Var(37)*3, 6)
guard.velocity = -13
guard.slidetime = 16
guard.ctrltime = 16     ;13フレ不利
air.velocity = IfElse(FVar(5)=1,-2.4,-4.0),IfElse(FVar(5)=1,-6.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-12+ifelse(Var(37)*3 <= 9, Var(37)*3, 9),-1)
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -7
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 28
getpower = ifelse(Var(40) = 0, 153, 0), ifelse(Var(40) = 0, 130, 0)
givepower = 58, 46
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = S, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -65
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;13フレ不利
ground.velocity = -11+ifelse(Var(37)*3 <= 6, Var(37)*3, 6)
guard.slidetime = 16
guard.ctrltime = 16     ;13フレ不利
guard.velocity = -15
air.velocity = IfElse(FVar(5)=1,-2.5,-4),IfElse(FVar(5)=1,-6.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -14+ifelse(Var(37)*3 <= 9, Var(37)*3, 9)
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -10
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 28
getpower = ifelse(Var(40) = 0, 80, 0), ifelse(Var(40) = 0, 68, 0)
givepower = 24, 12
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 3
anim = 315
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;相殺後
[State 200, 7]
type = ChangeState
trigger1 = NumHelper(312) >= 1
trigger1 = helper(312),MoveHit
value = 311

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相殺
[Statedef 312]
type = A
movetype= I
physics = N
anim = 312
velset = 0, 0
ctrl = 1
sprpriority = 0

[State 0, 2]
type = BindToRoot
trigger1 = 1
pos = FVar(2), FVar(3)
ignorehitpause = 1

;ランダム音声
[State -2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 6,7

;相殺
[State 200]
type = ReversalDef
trigger1 = AnimElem = 1
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 2,2
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

[State 3100, 1]
type = SuperPause
trigger1 = MoveHit
anim = -1
time = 11
movetime = 11
sound = -1
poweradd = 0
unhittable = 0
darken = 0
p2defmul = 1
persistent = 0

[State 200, 7]
type = ParentVarSet
trigger1 = MoveHit
v = 36
value = 1
ignorehitpause = 1
persistent = 0

[State 52, 4]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = MoveHit

;---------------------------------------------------------------------------
;立ち４強(相殺後)
[Statedef 311]
type = S
movetype= A
physics = S
anim = 311
ctrl = 0
sprpriority = 2

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 2
attr = S, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -65
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;13フレ不利
ground.velocity = -9.5+ifelse(Var(37)*3 <= 6, Var(37)*3, 6)
guard.velocity = -13
guard.slidetime = 16
guard.ctrltime = 16     ;13フレ不利
air.velocity = IfElse(FVar(5)=1,-2.4,-4.0),IfElse(FVar(5)=1,-6.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-14+ifelse(Var(37)*3 <= 9, Var(37)*3, 9),-1)
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -7
yaccel = IfElse(FVar(5)=1,0.45,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 28
getpower = ifelse(Var(40) = 0, 119, 0), ifelse(Var(40) = 0, 101, 0)
givepower = 45, 35
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 2
attr = S, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -65
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 16
ground.hittime = 16     ;13フレ不利
ground.velocity = -11+ifelse(Var(37)*3 <= 6, Var(37)*3, 6)
guard.slidetime = 16
guard.ctrltime = 16     ;13フレ不利
guard.velocity = -15
air.velocity = IfElse(FVar(5)=1,-3.0,-4.0),IfElse(FVar(5)=1,-6.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -14+ifelse(Var(37)*2.5 <= 5, Var(37)*2.5, 5)
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -10
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 28
getpower = ifelse(Var(40) = 0, 80, 0), ifelse(Var(40) = 0, 68, 0)
givepower = 24, 12
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

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

;---------------------------------------------------------------------------
;しゃがみ弱
[Statedef 400]
type = C
movetype= A
physics = C
juggle = 1
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 400, 401)
sprpriority = 2
facep2 = 1

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 7
value = 1

;ハッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random <= 500
value = 20, 0
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 2
value = 10, 0

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 2
value = 35, 19

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正
[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.75
FV = 11
Value = 0.75
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = C, NA
damage = Ceil(FVar(10)*(35-Var(37)%2)*FVar(22)), 0
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -25
hitsound = S15, 0
guardsound = S15, 20
ground.type = Low
ground.slidetime = 7
ground.hittime = 11     ;1フレ不利
ground.velocity = -4.5
guard.slidetime = 7
guard.ctrltime = 11     ;1フレ不利
air.velocity = IfElse(FVar(5)=1,-3.0,-4.25),IfElse(FVar(5)=1,-4.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-6, 0)
air.cornerpush.veloff = -1.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 18
getpower = ifelse(Var(40) = 0, 68, 0), ifelse(Var(40) = 0, 57, 0)
givepower = 26, 20

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = C, NA
damage = Ceil(FVar(10)*(35-Var(37)%2)*FVar(22)), 0
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -25
hitsound = S35, 0
guardsound = S35, 9
ground.type = Low
ground.slidetime = 7
ground.hittime = 11     ;1フレ不利
ground.velocity = -5
guard.slidetime = 7
guard.ctrltime = 11     ;1フレ不利
air.velocity = IfElse(FVar(5)=1,-3.0,-4.25),IfElse(FVar(5)=1,-4.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -7.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 18
getpower = ifelse(Var(40) = 0, 40, 0), ifelse(Var(40) = 0, 34, 0)
givepower = 12, 6

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 3
anim = 405
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中
[Statedef 410]
type = C
movetype= A
physics = C
juggle = 1
ctrl = 0
anim = 410
sprpriority = 2
facep2 = 1

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 8
value = 1

;フッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Random <= 800
value = 20, 3
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 4
value = 10, 1

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 4
value = 35, 20

;ランダム音声
[State -2]
type = VarRandom
trigger1 = AnimElem = 1
v = 0
range = 6,7

;相殺(攻撃判定なし)
[State 200]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

[State 200]
type = MoveHitReset
trigger1 = AnimElemTime(4) <= 0
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正
[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.85
FV = 11
Value = 0.85
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = C, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -10
hitsound = S15, 1
guardsound = S15, 20
ground.type = Low
ground.slidetime = 13
ground.hittime = 13     ;6フレ不利
ground.velocity = -7
guard.slidetime = 13
guard.ctrltime = 13     ;6フレ不利
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.4,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-13, 0)
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -3.5
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 18
getpower = ifelse(Var(40) = 0, 85, 0), ifelse(Var(40) = 0, 72, 0)
givepower = 32, 25

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = C, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -10
hitsound = S35, 1
guardsound = S35, 9
ground.type = Low
ground.slidetime = 13
ground.hittime = 13     ;6フレ不利
ground.velocity = -7.5
guard.slidetime = 13
guard.ctrltime = 13     ;6フレ不利
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.4,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -11
air.cornerpush.veloff = -5.5
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 18
getpower = ifelse(Var(40) = 0, 50, 0), ifelse(Var(40) = 0, 43, 0)
givepower = 15, 7

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 415
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Command = "holddown"
trigger1 = AnimElemTime(5) > 0
trigger1 = animElemTime(6) < 0
trigger1 = Command = "y"
value = 411

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中(二段目)
[Statedef 411]
type = C
movetype= A
physics = C
juggle = 1
ctrl = 0
anim = 411
sprpriority = 2

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 2
value = 10, 1

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 2
value = 35, 20

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = C, NA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = LA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -10
hitsound = S15, 1
guardsound = S15, 20
ground.type = Low
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -6
guard.slidetime = 15
guard.ctrltime = 15     ;4フレ不利
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-5.4,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = IfElse(FVar(5)=1,-8, 0)
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -3.5
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 18
getpower = ifelse(Var(40) = 0, 68, 0), ifelse(Var(40) = 0, 57, 0)
givepower = 26, 21

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = C, NA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = LA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -10
hitsound = S35, 1
guardsound = S35, 9
ground.type = Low
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -5.5
guard.slidetime = 15
guard.ctrltime = 15     ;4フレ不利
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.4,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -6.5
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 18
getpower = ifelse(Var(40) = 0, 40, 0), ifelse(Var(40) = 0, 34, 0)
givepower = 12, 6

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 416
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Command = "holddown"
trigger1 = AnimElemTime(4) > 0
trigger1 = AnimElemTime(5) < 0
trigger1 = Command = "y"
value = 412

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中(三段目)
[Statedef 412]
type = C
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 412
sprpriority = 2

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

[State 200, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 200, 1]
type = VelSet
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 3
x = 4.25
y = -7.5

[State 200, 1]
type = VelSet
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 3
x = 4
y = -7

[State 200, 1]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .65

;フッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = Random <= 800
value = 20, 3
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 8
value = 10, 1

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 8
value = 35, 20

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.75
FV = 11
Value = 0.75
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 10
attr = A, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = HA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 5
guardsound = S15, 20
ground.type = Low
ground.slidetime = 16
ground.hittime = 16     ;22フレ不利
ground.velocity = 0, -9
guard.velocity = 0
guard.slidetime = 16
guard.ctrltime = 16     ;22フレ不利
air.velocity = IfElse(FVar(5)=1,0,-5),IfElse(FVar(5)=1,-9,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 1
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 42
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 39, 30

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 10
attr = A, NA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = HA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 6
guardsound = S35, 9
ground.type = Low
ground.slidetime = 16
ground.hittime = 16     ;22フレ不利
ground.velocity = 0, -9
guard.velocity = 0
guard.slidetime = 16
guard.ctrltime = 16     ;22フレ不利
air.velocity = IfElse(FVar(5)=1,0,-5),IfElse(FVar(5)=1,-9,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 1
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 42
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9

[State 200, 1]
type = null;ChangeAnim
trigger1 = Anim = 412
trigger1 = MoveContact
value = 413
ignorehitpause = 1

[State 420, 2]
type = Explod
trigger1 = MoveContact
anim = 413
pos = 0, 0
bindtime = -1
persistent = 0
ignorehitpause = 1
pausemovetime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
id = 413

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 8
anim = 615
pos = 0, 0
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 414

;---------------------------------------------------------------------------
;しゃがみ中(三段目・着地)
[Statedef 414]
type = C
movetype= I
physics = C
juggle = 1
ctrl = 0
anim = 414
velset = 0, 0
sprpriority = 2
movehitpersist = 1

[State 420, 2]
type = RemoveExplod
trigger1 = Time = 0
id = 413

[State 200, 7]
type = PosSet
trigger1 = Time = 0
y = 0

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

;着地エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

[State 200, 7]
type = CtrlSet
trigger1 = MoveHit
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
;しゃがみ強
[Statedef 420]
type    = C
movetype= A
physics = N
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 420, 421)
velset = 0, 0
sprpriority = 2
juggle = 1
facep2 = 1

[State 420, 0]
type = VelSet
trigger1 = Time > 0
trigger1 = AnimElemTime(7) < 0
x = ifelse(PrevStateNo != 100, 0.75, 1.2)

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

;フッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random <= 800
value = 20, 1
channel = 0

;風きり音(ReACT)
[State 450, sound]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 3
value = 10, 2

;風きり音(ActCadenza)
[State 450, sound]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 3
value = 35, 21

[State 420, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正(ReACT)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 1
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.68
FV = 11
Value = 0.68
IgnoreHitPause = 1

;特殊補正(ActCadenza)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.55
FV = 11
Value = 0.55
IgnoreHitPause = 1

[State 450, 3]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = P2StateType = A
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Hard
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)),0
guardflag = L
hitflag = MAFD
priority = 5, Hit
pausetime = 12, ifelse(P2MoveType != A, 12, 18)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 3
guardsound = S15, 20
ground.hittime = 15
ground.velocity = -0.2,-2.1
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15      ;13フレ不利
guard.velocity = -15
air.velocity = IfElse(FVar(5)=1,-0.2,-2.5),IfElse(FVar(5)=1,-2.2,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.4,0.6)
fall = 1
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 34
getpower = ifelse(Var(40) = 0, 170, 0), ifelse(Var(40) = 0, 144, 0)
givepower = 64, 51
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 450, 3]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = P2StateType != A
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Hard
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)),0
guardflag = L
hitflag = MAFD
priority = 5, Hit
pausetime = 12, ifelse(P2MoveType != A, 12, 18)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 3
guardsound = S15, 20
ground.type = Trip
ground.hittime = 15
ground.velocity = -0.2,-2.4
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15      ;13フレ不利
guard.velocity = -15
air.type = Trip
air.velocity = IfElse(FVar(5)=1,-0.2,-2.5),IfElse(FVar(5)=1,-2.4,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -17
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.36,0.54)
fall = 1
air.fall = 1
fall.recover = 0
getpower = ifelse(Var(40) = 0, 170, 0), ifelse(Var(40) = 0, 144, 0)
givepower = 64, 51
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 450, 3]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = P2StateType = A
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Hard
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)),0
guardflag = L
hitflag = MAFD
priority = 5, Hit
pausetime = 12, ifelse(P2MoveType != A, 12, 18)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 4
guardsound = S35, 9
ground.hittime = 15
ground.velocity = -0.5,-2.1
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15      ;13フレ不利
guard.velocity = -15
air.velocity = IfElse(FVar(5)=1,-0.7,-2.5),IfElse(FVar(5)=1,-3.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -9.5
yaccel = IfElse(FVar(5)=1,0.4,0.6)
fall = 1
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 34
getpower = ifelse(Var(40) = 0, 100, 0), ifelse(Var(40) = 0, 85, 0)
givepower = 30, 15
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 450, 3]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = P2StateType != A
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Hard
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)),0
guardflag = L
hitflag = MAFD
priority = 5, Hit
pausetime = 12, ifelse(P2MoveType != A, 12, 18)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 4
guardsound = S35, 9
ground.type = Trip
ground.hittime = 15
ground.velocity = -.7,-2.0
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15      ;13フレ不利
guard.velocity = -15
air.type = Trip
air.velocity = IfElse(FVar(5)=1,-0.7,-2.5),IfElse(FVar(5)=1,-2.4,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -9.5
yaccel = IfElse(FVar(5)=1,0.36,0.54)
fall = 1
air.fall = 1
fall.recover = 0
getpower = ifelse(Var(40) = 0, 100, 0), ifelse(Var(40) = 0, 85, 0)
givepower = 30, 15
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中弱
[Statedef 600]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 600
sprpriority = 2

[State 200]
type = VelSet
trigger1 = Time = 0
x = ifelse((PrevStateNo = 7100) || (PrevStateNo = 7300) , Vel X * 0.8, Vel X)

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;二段ジャンプ用
[State -2, ikari]
type = VarSet
trigger1 = Command != "holdup"
trigger1 = Var(14) = 0
v = 14
value = 1
ignorehitpause = 1

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 10
value = 1

;ハッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random <= 500
value = 20, 0
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 3
value = 10, 0

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 3
value = 35, 19

;重力
[State 200, 1]
type = VelAdd
trigger1 = 1
y = FVar(20)

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正
[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.72
FV = 11
Value = 0.72
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 3
attr = A, NA
damage = Ceil(FVar(10)*(30-Var(37)%2)*FVar(22)), 0
animtype = Light
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 4
guardsound = S15, 20
ground.type = High
ground.slidetime = 7
ground.hittime = 10
ground.velocity = -4
guard.hittime = 10
guard.slidetime = 7
guard.ctrltime = 12
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -7
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 23
getpower = ifelse(Var(40) = 0, 51, 0), ifelse(Var(40) = 0, 43, 0)
givepower = 19, 15

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 3
attr = A, NA
damage = Ceil(FVar(10)*(30-Var(37)%2)*FVar(22)), 0
animtype = Light
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 3
guardsound = S35, 9
ground.type = High
ground.slidetime = 7
ground.hittime = 10
ground.velocity = -5
guard.hittime = 10
guard.slidetime = 7
guard.ctrltime = 12
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-6.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 23
getpower = ifelse(Var(40) = 0, 30, 0), ifelse(Var(40) = 0, 25, 0)
givepower = 9, 4

;着地
[State 640, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;空中中
[Statedef 610]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 610
sprpriority = 2

[State 200]
type = VelSet
trigger1 = Time = 0
x = ifelse((PrevStateNo = 7100) || (PrevStateNo = 7300) , Vel X * 0.8, Vel X)

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
trigger2 = AnimElem = 7
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 11
value = 1

;フッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random <= 800
value = 20, 1
channel = 0

;風きり音(ReACT)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 3
value = 10, 1

;風きり音(ActCadenza)
[State 200, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 3
value = 35, 20

;重力
[State 200, 1]
type = VelAdd
trigger1 = 1
y = FVar(20)

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

;特殊補正(ReACT)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 1
Trigger1 = ((MoveHit && HitCount = 2))
Trigger1 = FVar(11) > 0.90
FV = 11
Value = 0.90
IgnoreHitPause = 1

;特殊補正(ActCadenza)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 2
Trigger1 = ((MoveHit && HitCount = 1))
Trigger1 = FVar(11) > 0.01
FV = 11
Value = 0.95*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 2
Trigger1 = ((MoveHit && HitCount = 2))
Trigger1 = FVar(11) > 0.01
FV = 11
Value = 0.95*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = A, NA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = HA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 1
guardsound = S15, 20
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6.5
guard.hittime = 10
guard.slidetime = 10
guard.ctrltime = 10
guard.velocity = -8
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -0.5
airguard.cornerpush.veloff = -0.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
getpower = ifelse(Var(40) = 0, 68, 0), ifelse(Var(40) = 0, 34, 0)
givepower = 25, 20

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 6
attr = A, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = HA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 1
guardsound = S15, 20
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6.5
guard.hittime = 10
guard.slidetime = 10
guard.ctrltime = 10
guard.velocity = -8
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -0.5
airguard.cornerpush.veloff = -0.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 38, 30

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = A, NA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = HA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 1
guardsound = S35, 9
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -4.5
guard.hittime = 10
guard.slidetime = 10
guard.ctrltime = 10
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.6,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -9
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -5.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
getpower = ifelse(Var(40) = 0, 40, 0), ifelse(Var(40) = 0, 34, 0)
givepower = 12, 6

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 6
attr = A, NA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = HA
hitflag = MAFD
priority = 3, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 1
guardsound = S35, 9
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -4.5
guard.hittime = 10
guard.slidetime = 10
guard.ctrltime = 10
air.velocity = -2.4*FVar(5),IfElse(FVar(5)=1,-5.6,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -9
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -5.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 615
pos = 0, 0
bindtime = -1
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;着地
[State 640, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;空中強
[Statedef 620]
type = A
movetype= A
physics = N
anim = 620
juggle = 1
ctrl = 0
sprpriority = 2

[State 200]
type = VelSet
trigger1 = Time = 0
x = ifelse((PrevStateNo = 7100) || (PrevStateNo = 7300) , Vel X * 0.8, Vel X)

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 12
value = 1

;フッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random <= 800
value = 20, 1
channel = 0

;風きり音(ReACT)
[State 450, sound]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 3
value = 10, 2

;風きり音(ActCadenza)
[State 450, sound]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 3
value = 35, 21

;重力
[State 200, 1]
type = VelAdd
trigger1 = 1
y = FVar(20)

;ランダム音声
[State -2]
type = VarRandom
trigger1 = AnimElem = 1
v = 0
range = 6,7

;相殺(攻撃判定なし)
[State 200]
type = ReversalDef
trigger1 = AnimElem = 1
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

[State 200]
type = MoveHitReset
trigger1 = AnimElemTime(2) <= 0
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正
[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.90
FV = 11
Value = 0.90
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = A, NA
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = HA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -68
hitsound = S15, 3
guardsound = S15, 20
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
guard.velocity = -12
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.6,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -0.5
guard.cornerpush.veloff = -18
airguard.cornerpush.veloff = -0.5
yaccel = IfElse(FVar(5)=1,0.4,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 170, 0), ifelse(Var(40) = 0, 144, 0)
givepower = 64, 51
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = A, NA
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = HA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -68
hitsound = S35, 4
guardsound = S35, 9
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
guard.velocity = -11
air.velocity = -0.75*FVar(5),IfElse(FVar(5)=1,-7.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -3
airguard.cornerpush.veloff = -6.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 27
getpower = ifelse(Var(40) = 0, 100, 0), ifelse(Var(40) = 0, 85, 0)
givepower = 30, 15
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

;着地
[State 640, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;空中２強
[Statedef 700]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 700, 701)
sprpriority = 2

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;チェーン判定
[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 13
value = 1

;そこ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Random <= 800
value = 20, 4
channel = 0

;風きり音(ReACT)
[State 450, sound]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 6
value = 10, 2

;風きり音(ActCadenza)
[State 450, sound]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 6
value = 35, 21

[State 200, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0

[State 200, 1]
type = VelAdd
trigger1 = AnimElemTime(5) >= 4
y = FVar(20)

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1

;特殊補正(ReACT)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 1
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.80
FV = 11
Value = 0.80
IgnoreHitPause = 1

;特殊補正(ActCadenza)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.01
FV = 11
Value = 0.70*FVar(11)
IgnoreHitPause = 1
Persistent = 0

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 8
attr = A, NA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = HA
hitflag = MAFD
priority = 3, Miss
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -18
hitsound = S15, 3
guardsound = S15, 20
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -11
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
air.velocity = IfElse(FVar(5)=1,0,-5),IfElse(FVar(5)=1,9,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -18
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -2.0
yaccel = IfElse(FVar(5)=1,0.4,0.8)
air.fall = 1
fall.recover = 0
getpower = ifelse(Var(40) = 0, 187, 0), ifelse(Var(40) = 0, 158, 0)
givepower = 71, 56
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
id = 700

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 8
attr = A, NA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = HA
hitflag = MAFD
priority = 3, Miss
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -18
hitsound = S35, 4
guardsound = S35, 9
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -11
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
air.velocity = IfElse(FVar(5)=1,0,-5),IfElse(FVar(5)=1,9,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -17
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -6
yaccel = IfElse(FVar(5)=1,0.4,0.8)
air.fall = 1
fall.recover = 0
getpower = ifelse(Var(40) = 0, 110, 0), ifelse(Var(40) = 0, 93, 0)
givepower = 33, 16
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
id = 700

;ヒット確認用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = P2StateType = A
id = 700
name = "hit"
sprpriority = -5
pos = 0, 0
stateno = 790
keyctrl = 0
ownpal = 1
persistent = 0

[State 640, 7]
type = TargetState
trigger1 = MoveHit
trigger1 = EnemyNear,StateType = A
value = 705
persistent = 0

;着地
[State 640, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 701

;-------------------------------------------------------------------
;着地
[Statedef 701]
type = S
movetype= I
physics = S
anim = 47
velset = 0, 0
ctrl = 0

[State 640, 1]
type = PosSet
trigger1 = Time = 0
y = 0

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

;着地エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

[State 640, 1]
type = CtrlSet
trigger1 = Time = 4
value = 1

[State 811, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;くらった相手
[Statedef 705]
type = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0

[State 705, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 705

[State 705, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 7

[State 705, 3]
type = VelAdd
trigger1 = 1
y = .5

[State 705, 4]
type = SelfState
triggerall = SelfAnimExist(5200)
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
trigger1 = Command = "up"
trigger2 = Command = "fwd"
trigger3 = Command = "back"
trigger4 = Command = "recovery"
value = 5200

[State 705, 5]
type = ChangeState
triggerall = !SelfAnimExist(5200)
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
trigger1 = Command = "up"
trigger2 = Command = "fwd"
trigger3 = Command = "back"
trigger4 = Command = "recovery"
value = 708

[State 705, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 706

;---------------------------------------------------------------------------
;はねる相手
[Statedef 706]
type = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0

[State 706, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 706, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = -10

[State 706, 3]
type = VelAdd
trigger1 = 1
y = .45

[State 706, 4]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = Time = 0
value = 5061

[State 706, 5]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 706, 6]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 706, 7]
type = ChangeAnim
triggerall = !SelfAnimExist(5061)
triggerall = SelfAnimExist(5050)
trigger1 = !SelfAnimExist(5030)
trigger1 = !SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = !SelfAnimExist(5035)
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = !SelfAnimExist(5030)
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 706, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;受身（落下）
[Statedef 708]
type = A
movetype= I
physics = N
ctrl = 0
sprpriority = 0

[State 708, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 708, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 709

;---------------------------------------------------------------------------
;受身（はねる）
[Statedef 709]
type = A
movetype= I
physics = N
ctrl = 0
sprpriority = 0

[State 709, 1]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 709, 2]
type = PalFX
trigger1 = Time = 0
time = 10
add = 0, 0, 0
sinadd = 180, 180, 180, 20
ignorehitpause = 1

[State 709, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 709, 4]
type = ChangeAnim2
trigger1 = Time = 0
value = 706

[State 709, 5]
type = VelSet
trigger1 = Time = 0
x = -1.4
y = -5.3

;重力
[State 709, 6]
type = VelAdd
trigger1 = 1
y = .4

[State 709, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 710
ctrl = 0

;---------------------------------------------------------------------------
;はねる相手
[Statedef 710]
type = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0

[State 710, 1]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 710, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 710, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 707

[State 710, 4]
type = VelSet
trigger1 = Time = 0
x = 0
y = -4

[State 710, 5]
type = VelAdd
trigger1 = 1
y = .5

[State 710, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110

;---------------------------------------------------------------------------
;ヒット確認用ヘルパー
[Statedef 790]
type = A
movetype= I
physics = N
anim = 790
ctrl = 0
sprpriority = -5

;ダウン音
[State 200, 1]
type = PlaySnd
trigger1 = P2StateNo = 706
trigger2 = P2StateNo = 709
value = 10,9
persistent = 0

;ダウン音
[State 200, 1]
type = PlaySnd
trigger1 = P2StateNo = 707
trigger2 = P2StateNo = 710
value = 10,9
persistent = 0

[State 200, 1]
type = DestroySelf
trigger1 = Root,StateNo = 700
trigger1 = Root,Time = 1
trigger2 = Time = 53

;---------------------------------------------------------------------------
;投げ
[Statedef 800]
type = S
movetype= A
physics = S
anim = 800
ctrl = 0
sprpriority = -1

;あらっ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20, 7
channel = 0

[State 800, 1]
type = HitDef
trigger1 = Var(59) = 0
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X = [-35,35]
attr = S, NT
hitflag = M-
priority = 4, Miss
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 801
p2stateno = 805
numhits = 0
fall.recover = 0
fall.recovertime = 9999

[State 800, 1]
type = HitDef
trigger1 = Var(59) > 0
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X = [-35,35]
attr = S, NT
hitflag = M-
priority = 4, Miss
sparkno = -1
p1facing = ifelse (BackEdgeBodyDist > 60, 1, -1)
p2facing = 1
p1stateno = 801
p2stateno = 805
numhits = 0
fall.recover = 0
fall.recovertime = 9999

[State 800, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
;投げ：成功（自分の動作/相手の座標）
[Statedef 801]
type = S
movetype= A
physics = S
anim = 801

;パシッ(ReACT)
[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 15, 0

;パシッ(ActCadenza)
[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 0

;ランダム音声
[State -2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 8,9

;調子に乗りすぎね/思い知って
[State 200]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = Random <= 800
value = 20,Var(0)
channel = 0

[State 811, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 811, nothit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 811, nothit]
type = PosAdd
trigger1 = Time = 0
trigger1 = Command = "holdfwd"
trigger1 = FrontEdgeBodyDist <= 50
x = -(50 - FrontEdgeBodyDist)

[State 811, nothit]
type = PosAdd
trigger1 = Time = 0
trigger1 = Command = "holdback"
trigger1 = BackEdgeBodyDist <= 50
x = (50 - BackEdgeBodyDist)

[State 811, 1] ;地上やられ
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 38, -80

[State 811, 3] ;少し浮く
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
pos = 42, -85

[State 811, 3] ;吹き飛ぶ
type = TargetBind
trigger1 = Time = 65
pos = 42, -85 - ceil(const(size.head.pos.y) * 0.8)

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
trigger1 = Time = 25
trigger2 = Time = 31
trigger3 = Time = 37
trigger4 = Time = 43
trigger5 = Time = 49
trigger6 = Time = 55
trigger7 = Time = 61
V = 37
Value = 1

[State 811, LifeAdd]
type = TargetLifeAdd
trigger1 = Time = 25
trigger2 = Time = 31
trigger3 = Time = 37
trigger4 = Time = 43
trigger5 = Time = 49
trigger6 = Time = 55
trigger7 = Time = 61
value = -Ceil(FVar(10)/(1.00-(0.08*FVar(14)))*20*FVar(22))
kill = ifelse(Time < 56, 0, 1)

[State 640, 1]
type = PlaySnd
triggerall = Var(51)%10 = 1
trigger1 = Time = 25
trigger2 = Time = 31
trigger3 = Time = 37
trigger4 = Time = 43
trigger5 = Time = 49
trigger6 = Time = 55
trigger7 = Time = 61
value = 15, 5

[State 640, 1]
type = PlaySnd
triggerall = Var(51)%10 = 2
trigger1 = Time = 25
trigger2 = Time = 31
trigger3 = Time = 37
trigger4 = Time = 43
trigger5 = Time = 49
trigger6 = Time = 55
trigger7 = Time = 61
value = 35, 6
channel = 1

;ヒットエフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 25
trigger2 = Time = 31
trigger3 = Time = 37
trigger4 = Time = 43
trigger5 = Time = 49
trigger6 = Time = 55
trigger7 = Time = 61
anim = 809
pos = 42, -85
bindtime = -1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 4
ownpal = 1

[State 640, 1]
type = HitAdd
trigger1 = Time = 25
trigger2 = Time = 31
trigger3 = Time = 37
trigger4 = Time = 43
trigger5 = Time = 49
trigger6 = Time = 55
trigger7 = Time = 61
value = 1

[State 811, State End]
type = ChangeState
trigger1 = Time = 65
value = 802

;-------------------------------------------------------------------
;投げ：終了
[Statedef 802]
type = S
movetype= I
physics = S
anim = 802

[State 811, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
;投げ（相手）
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1027]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, nothit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 805

[State 821, 1]
type = ChangeState
trigger1 = Time = 65
value = 806

;-------------------------------------------------------------------
;投げ（相手）
[Statedef 806]
type    = A
movetype= H
physics = N
velset = -.5,-9.5

[State 1027]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 806

[State 820, 1]
type = VelAdd
trigger1 = 1
y = .6

[State 820, 1]
type = Null;NotHitBy
trigger1 = Time = 1
time = 100
value = SCA

[State 821, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;空中投げ（判定）
[Statedef 810]
type = A
movetype= A
physics = N
anim = 810
juggle = 1
ctrl = 0
sprpriority = 2
movehitpersist = 1

[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 23
value = 0

[State 200, 1]
type = VarSet
trigger1 = Time = 0
trigger1 = MoveHit
v = 23
value = 1

;重力
[State 200, 1]
type = VelAdd
trigger1 = 1
y = FVar(20)

;空中投げ
[State 800, 1]
type = HitDef
triggerall = Var(59) = 0
triggerall = Time = 0
trigger1 = EnemyNear,MoveType != H
trigger2 = EnemyNear,MoveType = H
trigger2 = EnemyNear,StateNo != [120,155]
trigger3 = EnemyNear,MoveType = H
trigger3 = ((EnemyNear,HitShakeOver = 0) && (EnemyNear,StateNo = [120,155]))
attr = A, NT
hitflag = MAF
priority = 7, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 811
p2stateno = 815
numhits = 1
getpower = 0
fall.recover = 0
fall.recovertime = 9999

;空中投げ
[State 800, 1]
type = HitDef
triggerall = Var(59) > 0
triggerall = Time = 0
trigger1 = EnemyNear,MoveType != H
trigger2 = EnemyNear,MoveType = H
trigger2 = EnemyNear,StateNo != [120,155]
trigger3 = EnemyNear,MoveType = H
trigger3 = ((EnemyNear,HitShakeOver = 0) && (EnemyNear,StateNo = [120,155]))
attr = A, NT
hitflag = MAF
priority = 7, Miss
sparkno = -1
p1facing = ifelse(BackEdgeBodyDist >= 120, 1, -1)
p2facing = 1
p1stateno = 811
p2stateno = 815
numhits = 1
getpower = 0
fall.recover = 0
fall.recovertime = 9999

;失敗したとき(ReACT)
[State 640, 7]
type = ChangeState
trigger1 = Var(51)%10 = 1
trigger1 = Time = 1
value = 620

;失敗したとき(ActCadenza)
[State 640, 7]
type = ChangeState
trigger1 = Var(51)%10 = 2
trigger1 = Time = 1
value = 7520

;-------------------------------------------------------------------
;空中投げ：成功（自分の動作/相手の座標）
[Statedef 811]
type = A
movetype= A
physics = N
anim = 811
ctrl = 0

;画面端で速度0に
[State -2]
type = VelSet
trigger1 = EnemyNear,BackEdgeBodyDist = 0
trigger1 = Vel X > 0
x = 0

;レバー後ろ入れ固定速度
[State -2]
type = VelSet
trigger1 = Time = 0
trigger1 = Var(23) = 1
trigger1 = Command = "holdback"
x = 4.5

[State -2]
type = VelSet
trigger1 = AnimElem = 1
y = 0

[State -2]
type = VelSet
trigger1 = AnimElem = 5, = 1
y = -2.4

[State -2]
type = VelAdd
trigger1 = Time >= 7
y = .5

;パシッ(ReACT)
[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 15, 0

;パシッ(ActCadenza)
[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 0

;ランダム音声
[State -2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 8,9

;調子に乗りすぎね/思い知って
[State 200]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = Random <= 800
value = 20,Var(0)
channel = 0

[State 811, Width]
type = Width
trigger1 = 1
value = 0, 0

[State 811, nothit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 811, 1] ;地上やられポーズ
type = TargetBind
trigger1 = AnimElemTime(5) < 0
pos = 18, -70

[State 811, 3] ;横
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
pos = 30, -51

[State 811, 3] ;逆さま
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
pos = 12, -10

[State 811, 3] ;吹き飛ぶ
type = TargetBind
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
pos = 12, 10

[State 811, State End]
type = TargetState
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 816

;ヒット数加算-1
[State -1, HitCount]
Type = VarAdd
Trigger1 = AnimElem = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;ヒット数加算-2
[State -1, HitCount]
Type = VarAdd
Trigger1 = Pos Y >= -10
Trigger1 = Vel Y > 0
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State 811, LifeAdd]
type = TargetLifeAdd
trigger1 = Var(51)%10 = 1
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = -Ceil(FVar(10)/(1.00-(0.08*FVar(14)))*(100-Var(37)%2)*FVar(22))

[State 811, LifeAdd]
type = TargetLifeAdd
trigger1 = Var(51)%10 = 2
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = -Ceil(FVar(10)/(1.00-(0.08*FVar(14)))*(110-Var(37)%2)*FVar(22))

[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 15, 7

[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 35, 5

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

;ヒットエフェクト
[State 420, 2]
type = Explod
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
anim = Var(29)
pos = 20, 10
sprpriority = 4
ownpal = 1

;エフェクト煙
[State 420, 2]
type = Explod
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
anim = 3800
pos = 20, 10
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

[State 640, 1]
type = HitAdd
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 1

[State 640, 1]
type = EnvShake
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
time = 20
freq = 80
ampl = -3

[State 811, State End]
type = ChangeState
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 812

;-------------------------------------------------------------------
;空中投げ：膝ヒット
[Statedef 812]
type = A
movetype= A
physics = N
anim = 812
velset = 0, 0
ctrl = 0

[State 640, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 640, 1]
type = VelSet
trigger1 = Time = 3
x = -2.8
y = -6.5

[State 640, 1]
type = VelAdd
trigger1 = Time >= 3
y = .5

[State 640, 1]
type = Turn
trigger1 = AnimElem = 2
persistent = 0

[State 811, State End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 813

;-------------------------------------------------------------------
;空中投げ：着地
[Statedef 813]
type = S
movetype= I
physics = S
anim = 813
velset = 0, 0
ctrl = 0

[State 813, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 813, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 0

;着地エフェクト
[State 813, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

[State 813, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
;空中投げ（相手）
[Statedef 815]
type    = A
movetype= H
physics = N
velset = 0,0

[State 811, nothit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 815

;-------------------------------------------------------------------
;空中投げ（相手）
[Statedef 816]
type    = A
movetype= H
physics = N

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 816

[State 820, 1]
type = VelSet
trigger1 = Time = 2
x = -1.2
y = -7.4

[State 820, 1]
type = VelAdd
trigger1 = Time >= 2
y = .5

[State 820, 1]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
x = -.5

[State 820, 1]
type = NotHitBy
trigger1 = Time = 1
time = 100
value = SCA

[State 821, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;地上・鳥を落とす（弱・ActCadenza）
[Statedef 1000]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1000
sprpriority = 0

[State 1000, 1]
type = AttackDist
trigger1 = 1
value = 170
persistent = 1

;目障りです
[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,12
channel = 0

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 3))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount = 2))
V = 38
Range = 0,31
Persistent = 0

;特殊補正
[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Var(28) < 3
trigger1 = AnimElem = 7, = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
attr = S, SP
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), Ceil(FVar(11)*4*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -6.5
guard.hittime = 13
guard.slidetime = 13
guard.ctrltime = 13     ;6フレ不利
guard.velocity = -9
air.velocity = -2.5*FVar(5),IfElse(FVar(5)=1,-5.0,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -7.5
guard.cornerpush.veloff = -9
air.cornerpush.veloff = -2.5
airguard.cornerpush.veloff = -7.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24
getpower = ifelse(Var(40) = 0, 40, 0), ifelse(Var(40) = 0, 34, 0)
givepower = 12, 6
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;炎1ヒット目2ヒット目(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 5
anim = 1001
pos = -14, -19
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
scale = .75, .75
id = 1001

;炎1ヒット目2ヒット目消去(ActCadenza)
[State 420, 2]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1001
ignorehitpause = 1

;炎3ヒット目(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 9
anim = 1002
pos = -14, -19
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
scale = .75, .75
id = 1002

;炎3ヒット目消去(ActCadenza)
[State 420, 2]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1002
ignorehitpause = 1

;炎残り(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 10
anim = 1003
pos = -14, -19
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
scale = .75, .75
id = 1003

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上・鳥を落とす（弱・ReACT）
[Statedef 1005]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1005
sprpriority = 0

[State 1005, 1]
type = AttackDist
trigger1 = 1
value = 0
persistent = 1

;目障りです
[State 1005, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,12
channel = 0

;鳥用ヘルパー
[State 1005, 3]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(1005) = 0
stateno = 1006
id = 1005
name = "react_1000"
sprpriority = 2
pos = -8,-4
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1005, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上・鳥を落とす（弱攻撃ヘルパー・ReACT）
[Statedef 1006]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1006
sprpriority = 2

[State 1006, 1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 1006, 2]
type = AttackDist
trigger1 = 1
value = 170
persistent = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount= 3))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 3))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount = 2))
V = 38
Range = 0,31
Persistent = 0

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0

[State 600, 1]
type = HitDef
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 7
attr = S,SP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)),Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5,Hit
pausetime = 6,ifelse(P2MoveType!=A,6,9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20,-38
hitsound = S15,8
guardsound = S15,20
ground.type = Low
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -5
guard.hittime = 13
guard.slidetime = 13
guard.ctrltime = 13     ;6フレ不利
guard.velocity = -6
air.velocity = -2.2*FVar(5),IfElse(Parent,FVar(5)=1,-5.0,Parent,FVar(6))
airguard.velocity = -4,-.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = IfElse(Parent,FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType!=A,1,0)
fall.recovertime = 24
getpower = ifelse(Parent,Var(40)=0,68,0),ifelse(Parent,Var(40)=0,58,0)
givepower = 26, 20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250,0,0
palfx.mul = 120,120,120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 8
attr = S,SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)),Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5,Hit
pausetime = 3,ifelse(P2MoveType!=A,3,6)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20,-38
hitsound = S15,8
guardsound = S15,20
ground.type = Low
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -5
guard.hittime = 13
guard.slidetime = 13
guard.ctrltime = 13     ;6フレ不利
guard.velocity = -6
air.velocity = -2.2*Parent,FVar(5),IfElse(Parent,FVar(5)=1,-5.0,Parent,FVar(6))
airguard.velocity = -4,-.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = IfElse(Parent,FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType!=A,1,0)
fall.recovertime = 24
getpower = ifelse(Parent,Var(40)=0,68,0),ifelse(Parent,Var(40)=0,58,0)
givepower = 26, 20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250,0,0
palfx.mul = 120,120,120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 9
attr = S,SP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)),Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5,Hit
pausetime = 0,ifelse(P2MoveType!=A,6,9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20,-38
hitsound = S15,8
guardsound = S15,20
ground.type = Low
ground.slidetime = 15
ground.hittime = 15     ;4フレ不利
ground.velocity = -5
guard.hittime = 13
guard.slidetime = 13
guard.ctrltime = 13     ;6フレ不利
guard.velocity = -6
air.velocity = -2.2*Parent,FVar(5),IfElse(Parent,FVar(5)=1,-5.0,Parent,FVar(6))
airguard.velocity = -4,-.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = IfElse(Parent,FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType!= A,1,0)
fall.recovertime = 24
getpower = ifelse(Parent,Var(40)=0,68,0),ifelse(Parent,Var(40)=0,58,0)
givepower = 26,20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250,0,0
palfx.mul = 120,120,120
palfx.time = 40

;エフェクト炎用ヘルパー
[State 1006, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1006, 7]
type = DestroySelf
trigger1 = AnimTime = 0

;-----------------------------
;炎_鳥を落とす以外(消える)
[Statedef 1099]
type = A
movetype= I
physics = N
juggle = 1
ctrl = 0
anim = 1099
sprpriority = 4

[State 200, 7]
type = DestroySelf
trigger1 = Time = 45

;---------------------------------------------------------------------------
;地上・鳥を落とす（中・ActCadenza）
[Statedef 1010]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1010
sprpriority = 0

;目障りです
[State 200]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,12
channel = 0

;ヒット数加算(ActCadenza)
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算(ActCadenza)
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

;特殊補正
[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Var(28) < 3
trigger1 = AnimElem = 7
attr = S, SP
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)), Ceil(FVar(11)*10*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0.8, -7
guard.hittime = 13
guard.slidetime = 13
guard.ctrltime = 13     ;21フレ不利
guard.velocity = -7
air.velocity = -0.8*FVar(5),IfElse(FVar(5)=1,-7.5,FVar(6))
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -4
airguard.cornerpush.veloff = -7.5
yaccel = IfElse(FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 1
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 20
getpower = ifelse(Var(40) = 0, 110, 0), ifelse(Var(40) = 0, 93, 0)
givepower = 33, 16
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;炎1ヒット目(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 5
anim = 1011
pos = -19, -14
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
scale = .75, .75
id = 1011

;炎1ヒット目消去(ActCadenza)
[State 420, 2]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1011
ignorehitpause = 1

;炎2ヒット目(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 8
anim = 1012
pos = -19, -14
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
scale = .75, .75
id = 1012

;炎2ヒット目消去(ActCadenza)
[State 420, 2]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1012
ignorehitpause = 1

;炎3ヒット目(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 9
anim = 1013
pos = -19, -14
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
scale = .75, .75
id = 1013

;炎3ヒット目消去(ActCadenza)
[State 420, 2]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1013
ignorehitpause = 1

;炎残り(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 10
anim = 1014
pos = -19, -14
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
scale = .75, .75
id = 1014

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上・鳥を落とす（中・ReACT）
[Statedef 1015]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1015
sprpriority = 0

[State 1015, 1]
type = AttackDist
trigger1 = 1
value = 0
persistent = 1

;目障りです
[State 1015, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,12
channel = 0

;鳥用ヘルパー
[State 1015, 3]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(1015) = 0
stateno = 1016
id = 1015
name = "react_1010"
sprpriority = 2
pos = 0,-5
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1015, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上・鳥を落とす（中攻撃ヘルパー・ReACT）
[Statedef 1016]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1016
sprpriority = 2

[State 1016, 1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 1016, 2]
type = AttackDist
trigger1 = 1
value = 170
persistent = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit && HitCount = 3))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit && HitCount = 2))
V = 38
Range = 0,31
Persistent = 0

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

[State 1016, 1]
type = HitDef
triggerall = Var(28) < 3
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
trigger3 = AnimElem = 13
attr = S,SP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*5*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5,Hit
pausetime = 6,ifelse(P2MoveType!=A,6,9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20,-38
hitsound = S15,8
guardsound = S15,20
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6
guard.hittime = 13
guard.slidetime = 13
guard.ctrltime = 13     ;21フレ不利
guard.velocity = -7.5
air.velocity = -2.4*Parent,FVar(5),IfElse(Parent,FVar(5)=1,-5.0,Parent,FVar(6))
airguard.velocity = -4,-.5
guard.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = IfElse(Parent,FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType!=A,1,0)
fall.recovertime = 20
getpower = ifelse(Parent,Var(40)=0,68,0),ifelse(Parent,Var(40)=0,26,0)
givepower = 26,20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250,0,0
palfx.mul = 120,120,120
palfx.time = 40

;エフェクト炎用ヘルパー
[State 1016, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1016, 7]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;地上・鳥を落とす(EX)
[Statedef 1020]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 1020, 1021)
sprpriority = 0

[State 1020, 0]
type = AttackDist
trigger1 = 1
value = 210
persistent = 1

;さあて、かわしきれるかしら
[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,14
channel = 0

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 37      ;5フレ無敵

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 2
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 1, 12

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 1
name = "EX_2"
sprpriority = 5
pos = 10, -124
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ゲージ減少用フラグ
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 11900
id = 11900
pos = 0, 0
removetime = 20
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -4
ownpal = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 2
anim = -1
time = 30
movetime = 30
sound = S10,4
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 2
anim = -1
time = 30
movetime = 30
sound = S35,10
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 2
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = Time = 31;4
id = 1020
name = "fire"
sprpriority = 4
pos = -20, 0
stateno = 1025
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;炎
[Statedef 1025]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1087
sprpriority = 4

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 31,31
IgnoreHitPause = 1
Persistent = 1

[State -1, Critical]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 1

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;特殊補正
[State -1]
Type = ParentVarSet
Trigger1 = Root,Var(51)%10 = 2
Trigger1 = Time >= 48
Trigger1 = MoveHit = 1
Trigger1 = Parent,FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Time <= 29
trigger1 = Var(1) < (NumExplod * 3)
trigger1 = Var(1) % 2 = 1
trigger1 = Time % 1 = 0
attr = S, SP
damage = Ceil(Parent,FVar(10)*(21-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*2*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 3
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = -1
;hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
guard.velocity = -8.5
air.velocity = -2,-5.5
airguard.velocity = -4, -.5
getpower = 0
givepower = 11, 8
yaccel = .4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 20
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Time <= 65
trigger1 = Var(1) < (NumExplod * 3)
trigger1 = Var(1) % 2 = 1
trigger1 = Time % 2 = 0
attr = S, SP
damage = Ceil(Parent,FVar(10)*(21-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*2*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 3
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = -1
;hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
guard.velocity = -8.5
air.velocity = -2,-5.5
airguard.velocity = -4, -.5
getpower = 0
givepower = 11, 8
yaccel = .4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 20
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Time <= 65
trigger1 = Var(1) < (NumExplod * 3)
trigger1 = Var(1) % 2 = 0
trigger1 = AnimElemTime(12) >= 0
trigger1 = Time % 2 = 0
attr = S, SP
damage = Ceil(Parent,FVar(10)*(21-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*2*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 3
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = -1
;hitsound = S15, 8
guardsound = -1
ground.type = Low
ground.slidetime = 16
ground.hittime = 16     ;16フレーム有利
ground.velocity = -6
guard.slidetime = 16
guard.ctrltime = 16     ;16フレーム有利
guard.velocity = -8.5
air.velocity = -2,-5.5
airguard.velocity = -4, -.5
getpower = 0
givepower = 11, 8
yaccel = .4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 20
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Time <= 65
trigger1 = Var(1) < (NumExplod * 3)
trigger1 = Var(1) % 2 = 1
trigger1 = Time % 2 = 0
attr = S, SP
damage = Ceil(Parent,FVar(10)*(IfElse(Random > 250, 20, IfElse(Random < 100, 19, 21))-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*2*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 3
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = -1
guardsound = S35, 9
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6
guard.hittime = 15
guard.slidetime = 15
guard.ctrltime = 15
guard.velocity = -8
air.velocity = -2.4*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6.0,Parent,FVar(6))
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.5,0.8)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 20
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Time <= 65
trigger1 = Var(1) < (NumExplod * 3)
trigger1 = Var(1) % 2 = 0
trigger1 = AnimElemTime(12) >= 0
trigger1 = Time % 2 = 0
attr = S, SP
damage = Ceil(Parent,FVar(10)*(IfElse(Random > 250, 20, IfElse(Random < 100, 19, 21))-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*2*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 3
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = -1
guardsound = -1
ground.type = Low
ground.slidetime = 16
ground.hittime = 16     ;16フレーム有利
ground.velocity = -6
guard.slidetime = 16
guard.ctrltime = 16     ;16フレーム有利
guard.velocity = -8
air.velocity = -2.4*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6.0,Parent,FVar(6))
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.5,0.8)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 20
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
;trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3210
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State -2, ikari]
type = VarAdd
trigger1 = MoveContact = 1
v = 1
value = 1

;ランダム炎(ReACT)
[State -2]
type = VarRandom
triggerall = Root,Var(51)%10 = 1
trigger1 = Time = 6
trigger2 = Time = 9
trigger3 = Time = 10
trigger4 = Time = 12
trigger5 = Time = 13
trigger6 = Time = 14
trigger7 = Time = 16
trigger8 = Time = 18
trigger9 = Time = 19
v = 0
range = 1081,1085

;炎(ReACT)
[State 420, 2]
type = Explod
triggerall = Root,Var(51)%10 = 1
trigger1 = Time = 6
trigger2 = Time = 9
trigger3 = Time = 10
trigger4 = Time = 12
trigger5 = Time = 13
trigger6 = Time = 14
trigger7 = Time = 16
trigger8 = Time = 18
trigger9 = Time = 19
anim = Var(0)
pos = 0, 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

;ランダム炎(ActCadenza)
[State -2]
type = VarRandom
triggerall = Root,Var(51)%10 = 2
triggerall = Root,StateNo = 1020
trigger1 = Time = 6
trigger2 = Time = 9
trigger3 = Time = 12
trigger4 = Time = 13
trigger5 = Time = 14
trigger6 = Time = 16
trigger7 = Time = 18
trigger8 = Time = 19
v = 0
range = 1081,1085

;炎(ActCadenza)
[State 420, 2]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,StateNo = 1020
trigger1 = Time = 6
trigger2 = Time = 9
trigger3 = Time = 12
trigger4 = Time = 13
trigger5 = Time = 14
trigger6 = Time = 16
trigger7 = Time = 18
trigger8 = Time = 19
anim = Var(0)
pos = 0, 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

;ヒット音(ReACT)
[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 1
triggerall = HitCount = 0
triggerall = MoveHit
trigger1 = AnimElemTime(5) < 0
value = 15, 8
channel = 1
ignorehitpause = 1

[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 1
triggerall = HitCount >= 1
triggerall = MoveHit
triggerall = AnimElemTime(5) < 0
triggerall = NumExplod > 0
trigger1 = Time % 6 = 0
value = 15, 8
channel = 1
ignorehitpause = 1

;ヒット音(ActCadenza)
[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 2
triggerall = HitCount = 0
triggerall = MoveHit
trigger1 = AnimElemTime(5) < 0
value = 35, 7
channel = 1
ignorehitpause = 1

[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 2
triggerall = HitCount >= 1
triggerall = MoveHit
triggerall = AnimElemTime(5) < 0
triggerall = NumExplod > 0
trigger1 = Time % 6 = 0
value = 35, 7
channel = 1
ignorehitpause = 1

[State 600, 1]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1099

;---------------------------------------------------------------------------
;空中・鳥を落とす(弱)
[Statedef 1030]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1030
sprpriority = 0

;二段ジャンプ用
[State -2, ikari]
type = VarSet
trigger1 = Command != "holdup"
trigger1 = Var(14) = 0
v = 14
value = 1
ignorehitpause = 1

;ど〜お
[State 200]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,11
channel = 0

[State 200]
type = VelSet
trigger1 = Time = 0
x = ifelse((PrevStateNo = 7100) || (PrevStateNo = 7300) , Vel X * 0.8, Vel X)
y = 0

[State 200]
type = VelSet
trigger1 = AnimElem = 4, = 1
y = -3.6

[State 200]
type = VelAdd
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(6) < 0
y = .15

[State 200]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .45

[State 200]
type = CtrlSet
trigger1 = AnimElem = 13
Value = 1

;炎(ReACT)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 6
id = 1030
name = "fire"
sprpriority = 4
pos = 0, -40
stateno = 1035
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

;炎(ActCadenza)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 6
id = 1030
name = "fire"
sprpriority = 4
pos = 15, -30
stateno = 1035
keyctrl = 0
ownpal = 1
size.xscale = .75
size.yscale = .75

;回数制限フラグ
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 1099
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 1030

[State 200, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1031
ctrl = 0

;-------------------------------------------------------------------
;空中・鳥を落とす：着地
[Statedef 1031]
type = S
movetype= I
physics = S
anim = 1031
velset = 0, 0
ctrl = 0

[State 640, 1]
type = PosSet
trigger1 = Time = 0
y = 0

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

;着地エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

[State 200]
type = CtrlSet
trigger1 = PrevStateNo != 1050
trigger1 = Time = 0
trigger2 = PrevStateNo = 1050
trigger2 = AnimElem = 4
Value = 1

[State 811, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;炎
[Statedef 1035]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = ifelse(Root,Var(51)%10 = 2, ifelse(Root,StateNo = 1030, 1035, 1045), ifelse(Random%5 = 0, 1090, ifelse(Random%5 = 1, 1091, ifelse(Random%5 = 2, 1092, ifelse(Random%5 = 3, 1093, 1094)))))
sprpriority = 4

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical2]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;特殊補正
[State -1]
Type = VarSet
Trigger1 = Root,Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 12
attr = A, SP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*8*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -6
guard.hittime = 19
guard.slidetime = 19
guard.ctrltime = 19
guard.velocity = -7
air.velocity = -2.4*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-5.0,Parent,FVar(6))
airguard.velocity = -4, -.5
yaccel = IfElse(Parent,FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24
getpower = ifelse(Root,Var(40) = 0, 68, 0), ifelse(Root,Var(40) = 0, 57, 0)
givepower = 26, 20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
persistent = 0

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 12
attr = A, SP
damage = Ceil(Parent,FVar(10)*(80-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*8*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -5
guard.hittime = 19
guard.slidetime = 19
guard.ctrltime = 19
air.velocity = -1.4*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-4,Parent,FVar(6))
airguard.velocity = -4, -.5
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24
getpower = ifelse(Root,Var(40) = 0, 60, 0), ifelse(Root,Var(40) = 0, 51, 0)
givepower = 18, 9
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
persistent = 0

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 600, 1]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Root,Var(51)%10 = 2
trigger2 = Root,MoveType = H
value = 1099

;---------------------------------------------------------------------------
;空中・鳥を落とす(中)
[Statedef 1040]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1030
sprpriority = 0

;二段ジャンプ用
[State -2, ikari]
type = VarSet
trigger1 = Command != "holdup"
trigger1 = Var(14) = 0
v = 14
value = 1
ignorehitpause = 1

;ど〜お
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 4
value = 20, 11
channel = 0

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 4
value = 20, 11
channel = 0

[State 200]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 200]
type = VelSet
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 4, = 1
x = -1.4
y = -5.3

[State 200]
type = VelSet
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 4, = 1
x = -.8
y = -5.3

[State 200]
type = VelAdd
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(6) < 0
y = .4

[State 200]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .4

[State 200]
type = CtrlSet
trigger1 = AnimElem = 13
Value = 1

;炎(ReACT)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 6
id = 1040
name = "fire"
sprpriority = 4
pos = 0, -20
stateno = 1035
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

;炎(ActCadenza)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 6
id = 1040
name = "fire"
sprpriority = 4
pos = 30, -10
stateno = 1035
keyctrl = 0
ownpal = 1
size.xscale = .75
size.yscale = .75

;回数制限フラグ
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 1099
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 1040

[State 200, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1031
ctrl = 0

;---------------------------------------------------------------------------
;空中・鳥を落とす(EX)
[Statedef 1050]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1050
sprpriority = 0

;二段ジャンプ用
[State -2, ikari]
type = VarSet
trigger1 = Command != "holdup"
trigger1 = Var(14) = 0
v = 14
value = 1
ignorehitpause = 1

;ランダム炎
[State -2]
type = VarRandom
trigger1 = AnimElem = 3
v = 0
range = 1090,1094

;さあて、かわしきれるかしら
[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,14
channel = 0

[State 200]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 200]
type = VelSet
trigger1 = AnimElem = 6
y = -1

[State 200]
type = VelSet
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 9
trigger2 = Var(51)%10 = 2
trigger2 = AnimElem = 14
y = 0

[State 200]
type = VelAdd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElemTime(9) >= 0
trigger2 = Var(51)%10 = 2
trigger2 = AnimElemTime(14) >= 0
y = .3

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 8
id = 1055
name = "fire"
sprpriority = 4
pos = 0, 0
stateno = 1055
keyctrl = 0
ownpal = 1

;回数制限フラグ
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 1099
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 1050

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 33      ;1フレだけ無敵

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 2
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 1, 12

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 1
name = "EX_2"
sprpriority = 5
pos = 10, -124
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ゲージ減少用フラグ
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 11900
id = 11900
pos = 0, 0
removetime = 20
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -4
ownpal = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 2
anim = -1
time = 30
movetime = 30
sound = S10,4
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 2
anim = -1
time = 30
movetime = 30
sound = S35,10
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 2
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1031
ctrl = 0

;-----------------------------
;炎
[Statedef 1055]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1098
sprpriority = 4

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 1

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;特殊補正
[State -1]
Type = ParentVarSet
Trigger1 = Root,Var(51)%10 = 2
Trigger1 = ((MoveHit = 1 && HitCount = 8))
Trigger1 = Parent,FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 12 && NumExplod >= 1
trigger2 = AnimElem = 13 && NumExplod >= 2
trigger3 = AnimElem = 14 && NumExplod >= 3
trigger4 = AnimElem = 15 && NumExplod >= 4
trigger5 = AnimElem = 16 && NumExplod >= 5
trigger6 = AnimElem = 17 && NumExplod >= 6
trigger7 = AnimElem = 18 && NumExplod >= 7
trigger8 = AnimElem = 19 && NumExplod = 8
attr = A, SP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 3
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
guardsound = S15, 20
ground.type = Low
ground.slidetime = 27
ground.hittime = 27     ;23フレーム有利
ground.velocity = -8
guard.slidetime = 27
guard.ctrltime = 27     ;23フレーム有利
air.velocity = -2.4,-4.5
airguard.velocity = -4, -.5
yaccel = .4
getpower = 0, 0
givepower = 26, 20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 12 && NumExplod >= 1
trigger2 = AnimElem = 13 && NumExplod >= 2
trigger3 = AnimElem = 14 && NumExplod >= 3
trigger4 = AnimElem = 15 && NumExplod >= 4
trigger5 = AnimElem = 16 && NumExplod >= 5
trigger6 = AnimElem = 17 && NumExplod >= 6
trigger7 = AnimElem = 18 && NumExplod >= 7
trigger8 = AnimElem = 19 && NumExplod = 8
attr = A, SP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 3
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
guardsound = S35, 9
ground.type = Low
ground.slidetime = 27
ground.hittime = 27     ;23フレーム有利
ground.velocity = -6
guard.slidetime = 27
guard.ctrltime = 27     ;23フレーム有利
air.velocity = -2.4*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6.0,Parent,FVar(6))
airguard.velocity = -4, -.5
yaccel = IfElse(Parent,FVar(5)=1,0.5,0.8)
getpower = ifelse(Root,Var(40) = 0, 40, 0), ifelse(Root,Var(40) = 0, 34, 0)
givepower = 12, 6
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
kill = 1
guard.kill = 0
fall = 0
air.fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 24

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

;ランダム炎(ReACT)
[State -2]
type = VarRandom
triggerall = Root,Var(51)%10 = 1
trigger1 = Time = 0
trigger2 = Time = 3
trigger3 = Time = 4
trigger4 = Time = 7
trigger5 = Time = 9
trigger6 = Time = 11
trigger7 = Time = 14
trigger8 = Time = 15
v = 0
range = 1090,1094

;炎(ReACT)
[State 420, 2]
type = Explod
triggerall = Root,Var(51)%10 = 1
trigger1 = Time = 0
trigger2 = Time = 3
trigger3 = Time = 4
trigger4 = Time = 7
trigger5 = Time = 9
trigger6 = Time = 11
trigger7 = Time = 14
trigger8 = Time = 15
anim = Var(0)
pos = 0, 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

;ランダム炎(ActCadenza)
[State -2]
type = VarRandom
triggerall = Root,Var(51)%10 = 2
triggerall = Root,StateNo = 1050
trigger1 = Time = 0
trigger2 = Time = 3
trigger3 = Time = 4
trigger4 = Time = 7
trigger5 = Time = 9
trigger6 = Time = 11
trigger7 = Time = 14
trigger8 = Time = 15
v = 0
range = 1090,1094

;炎(ActCadenza)
[State 420, 2]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,StateNo = 1050
trigger1 = Time = 0
trigger2 = Time = 3
trigger3 = Time = 4
trigger4 = Time = 7
trigger5 = Time = 9
trigger6 = Time = 11
trigger7 = Time = 14
trigger8 = Time = 15
anim = Var(0)
pos = 0, 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

;ヒット音(ReACT)
[State 1000, 3]
type = PlaySnd
trigger1 = Root,Var(51)%10 = 1
trigger1 = HitCount = 0
trigger1 = MoveHit
value = 15, 8
channel = 1
ignorehitpause = 1

[State 1000, 3]
type = PlaySnd
triggerall = HitCount >= 1
triggerall = MoveHit
triggerall = AnimElemTime(20) < 10
triggerall = NumExplod > 0
trigger1 = Time % 6 = 0
value = 15, 8
channel = 1
ignorehitpause = 1

;ヒット音(ActCadenaza)
[State 1000, 3]
type = PlaySnd
trigger1 = Root,Var(51)%10 = 2
trigger1 = HitCount = 0
trigger1 = MoveHit
value = 35, 7
channel = 1
ignorehitpause = 1

[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 2
triggerall = HitCount >= 1
triggerall = MoveHit
triggerall = AnimElemTime(20) < 10
triggerall = NumExplod > 0
trigger1 = Time % 6 = 0
value = 35, 7
channel = 1
ignorehitpause = 1

[State 600, 1]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1099

;---------------------------------------------------------------------------
;月を穿つ(弱)
[Statedef 1100]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1100
sprpriority = 2

;ど〜お
[State 200]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,11
channel = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 6
id = 1105
name = "fire"
sprpriority = 4
pos = 70, 0
stateno = 1105
keyctrl = 0
ownpal = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;炎
[Statedef 1105]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1190
sprpriority = 4

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;特殊補正
[State -1]
Type = ParentVarSet
Trigger1 = Root,Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = Parent,FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 8
attr = A, SP
damage = Ceil(Parent,FVar(10)*(60-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*6*Parent,FVar(22))
animtype = Up
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 10, 15)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 14
ground.hittime = 154
ground.velocity = 0, -8.5
guard.slidetime = 14
guard.ctrltime = 14     ;13フレ不利
guard.velocity = -7.5
air.velocity = IfElse(Parent,FVar(5)=1,0,-1),IfElse(Parent,FVar(5)=1,-8.5,Parent,FVar(6))
airguard.velocity = -4, -.5
getpower = ifelse(Root,Var(40) = 0, 102, 0), ifelse(Root,Var(40) = 0, 86, 0)
givepower = 38, 30
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recovertime = ifelse(P2MoveType != A, 10, 99999)
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 8
attr = A, SP
damage = Ceil(Parent,FVar(10)*(60-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*6*Parent,FVar(22))
animtype = Up
guardflag = M
hitflag = MAFD
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 10, 15)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 14
ground.hittime = 154
ground.velocity = 0, -8.5
guard.slidetime = 14
guard.ctrltime = 14     ;13フレ不利
guard.velocity = -7.5
air.velocity = IfElse(Parent,FVar(5)=1,0,-5),IfElse(Parent,FVar(5)=1,-8.5,Parent,FVar(6))
airguard.velocity = -4, -.5
getpower = ifelse(Root,Var(40) = 0, 60, 0), ifelse(Root,Var(40) = 0, 51, 0)
givepower = 18, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recovertime = ifelse(P2MoveType != A, 10, 99999)
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger2 = AnimElemTime(8) < 0
value = 1099

;---------------------------------------------------------------------------
;月を穿つ(中)
[Statedef 1110]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1110
sprpriority = 2

;気分はよくて
[State 200]
type = PlaySnd
trigger1 = AnimElem = 5
value = 20,16
channel = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 6
id = 1105
name = "fire"
sprpriority = 4
pos = 70, 0
stateno = 1115
keyctrl = 0
ownpal = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;炎
[Statedef 1115]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1190
sprpriority = 4

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;特殊補正
[State -1]
Type = ParentVarSet
Trigger1 = Root,Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = Parent,FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 8
attr = A, SP
damage = Ceil(Parent,FVar(10)*(50-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*5*Parent,FVar(22))
animtype = Up
guardflag = M
hitflag = MAFD
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 10, 15)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0,-8.5
guard.slidetime = 14
guard.ctrltime = 14     ;15フレ有利
guard.velocity = -7.5
air.velocity = IfElse(Parent,FVar(5)=1,0,-1),IfElse(Parent,FVar(5)=1,-8.5,Parent,FVar(6))
airguard.velocity = -4, -.5
getpower = ifelse(Root,Var(40) = 0, 85, 0), ifelse(Root,Var(40) = 0, 72, 0)
givepower = 32, 25
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recovertime = ifelse(P2MoveType != A, 30, 99999)
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 8
attr = A, SP
damage = Ceil(Parent,FVar(10)*(50-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*5*Parent,FVar(22))
animtype = Up
guardflag = M
hitflag = MAFD
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 10, 15)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 14
ground.hittime = 14
ground.velocity = 0,-8.5
guard.slidetime = 14
guard.ctrltime = 14     ;15フレ有利
guard.velocity = -7.5
air.velocity = IfElse(Parent,FVar(5)=1,0,-5),IfElse(Parent,FVar(5)=1,-8.5,Parent,FVar(6))
airguard.velocity = -4, -.5
getpower = ifelse(Root,Var(40) = 0, 50, 0), ifelse(Root,Var(40) = 0, 43, 0)
givepower = 15, 8
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recovertime = ifelse(P2MoveType != A, 30, 99999)
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger2 = AnimElemTime(8) < 0
value = 1099

;---------------------------------------------------------------------------
;月を穿つ(EX)
[Statedef 1120]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 1120, 1121)
sprpriority = 2

;もう逃がさない
[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,17
channel = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 9
id = 1105
name = "fire"
sprpriority = 4
pos = Floor(P2Dist X), 0
postype = p1
facing = 1
stateno = 1125
keyctrl = 0
ownpal = 1
size.xscale = 1.3
size.yscale = 1.3

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30      ;0フレ無敵

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 2
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 1, 12

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = -17, -86
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 1
name = "EX_2"
sprpriority = 5
pos = -17, -86
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ゲージ減少用フラグ
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 11900
id = 11900
pos = 0, 0
removetime = 20
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -4
ownpal = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 2
anim = -1
time = 28
movetime = 28
sound = S10,4
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 2
anim = -1
time = 28
movetime = 28
sound = S35,10
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 2
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;炎
[Statedef 1125]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1191
sprpriority = 4

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 1

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
triggerall = Var(1) < 2
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
trigger4 = AnimElem = 15
trigger5 = AnimElem = 16
trigger6 = AnimElem = 17
trigger7 = AnimElem = 18
trigger8 = AnimElem = 19
attr = A, SP
damage = Ceil(Parent,FVar(10)*(38-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Up
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 10, 15)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0, -8.5
guard.slidetime = 15
guard.ctrltime = 15
guard.velocity = -11
air.velocity = 0, -8.5
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recovertime = ifelse(P2MoveType != A, 40, 99999)
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
triggerall = Var(1) < 2
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
trigger4 = AnimElem = 15
trigger5 = AnimElem = 16
trigger6 = AnimElem = 17
trigger7 = AnimElem = 18
trigger8 = AnimElem = 19
attr = A, SP
damage = Ceil(Parent,FVar(10)*(38-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Up
guardflag = M
hitflag = MAFD
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 10, 15)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0, -8.5
guard.slidetime = 15
guard.ctrltime = 15
guard.velocity = -11
air.velocity = IfElse(Parent,FVar(5)=1,0,-5),IfElse(Parent,FVar(5)=1,-8.5,Parent,FVar(6))
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recovertime = ifelse(P2MoveType != A, 40, 99999)
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
triggerall = Var(1) >= 2
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
trigger4 = AnimElem = 15
trigger5 = AnimElem = 16
trigger6 = AnimElem = 17
trigger7 = AnimElem = 18
trigger8 = AnimElem = 19
attr = A, SP
damage = Ceil(Parent,FVar(10)*(38-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Up
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
guardsound = -1
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0, -9.5
guard.slidetime = 15
guard.ctrltime = 15     ;五分
guard.velocity = -11
air.velocity = 0, -9.5
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recovertime = ifelse(P2MoveType != A, 40, 99999)
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
getpower = 0, 0

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
triggerall = Var(1) >= 2
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
trigger4 = AnimElem = 15
trigger5 = AnimElem = 16
trigger6 = AnimElem = 17
trigger7 = AnimElem = 18
trigger8 = AnimElem = 19
attr = A, SP
damage = Ceil(Parent,FVar(10)*(IfElse(P2StateType = L, 0, 38)-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Up
guardflag = M
hitflag = MAFD
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
guardsound = -1
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0, -9.5
guard.slidetime = 15
guard.ctrltime = 15     ;五分
guard.velocity = -11
air.velocity = IfElse(Parent,FVar(5)=1,0,-5),IfElse(Parent,FVar(5)=1,-9.5,Parent,FVar(6))
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recovertime = ifelse(P2MoveType != A, 40, 99999)
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

;ヒットカウント
[State -2, ikari]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State -2, ikari]
type = VarAdd
trigger1 = MoveContact = 1
v = 1
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1099

;---------------------------------------------------------------------------
;赫訳・紅葉（小）
[Statedef 1200]
type = S
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1200
sprpriority = 2

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
trigger2 = AnimElem = 9
v = 29
range = 3100, 3105

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 200]
type = VelSet
trigger1 = AnimElem = 1
x = ifelse(PrevStateNo = 100, 5, 3.5)

[State 200]
type = VelSet
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 4
x = 3.0
y = -7.4

[State 200]
type = VelSet
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 4
x = 2.5
y = -7.4

[State 200]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .5

;いくわよ
[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,18
channel = 0

;ランダム音声
[State -2]
type = VarRandom
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
v = 0
range = 6,7

;相殺(攻撃判定なし)
[State 200]
type = ReversalDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = A, SA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), Ceil(FVar(11)*6*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.4, -6.2
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -10
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.2,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 38, 30
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 23
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 4
attr = A, SA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), Ceil(FVar(11)*6*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.4, -6.2
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -8.5
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.2,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 23
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 600, 1]
type = MoveHitReset
trigger1 = AnimElem = 9
ignorehitpause = 1

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 9
attr = A, SA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), Ceil(FVar(11)*8*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 5
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6, 9
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -10
air.velocity = -6*FVar(5),IfElse(FVar(5)=1,9,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.xvelocity = -1.5
getpower = ifelse(Var(40) = 0, 136, 0), ifelse(Var(40) = 0, 115, 0)
givepower = 51, 41
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 9
attr = A, SA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), Ceil(FVar(11)*8*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 6
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6, 9
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -8.5
air.velocity = -6*FVar(5),IfElse(FVar(5)=1,9,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.xvelocity = -1.5
getpower = ifelse(Var(40) = 0, 80, 0), ifelse(Var(40) = 0, 68, 0)
givepower = 24, 12
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 7
anim = 1290
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 420, 2]
type = ChangeState
trigger1 = AnimElemTime(9) >= 1
trigger1 = MoveHit
value = 1201

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1209

;---------------------------------------------------------------------------
;赫訳・紅葉（ヒット後）
[Statedef 1201]
type = A
movetype= A
physics = N
ctrl = 0
anim = 1201
sprpriority = 2

[State 1201, 1]
type = VelSet
trigger1 = Var(51)%10 = 1
trigger1 = Time = 0
x = -2.0
y = -5.5

[State 1201, 2]
type = VelSet
trigger1 = Var(51)%10 = 2
trigger1 = Time = 0
x = -1.7
y = -5.5

[State 1201, 3]
type = VelAdd
trigger1 = 1
y = .4

[State 1201, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1209

;---------------------------------------------------------------------------
;赫訳・紅葉（小中着地）
[Statedef 1209]
type = S
movetype= I
physics = S
ctrl = 0
anim = 1209
velset = 0, 0
sprpriority = 2

[State 200, 7]
type = PosSet
trigger1 = Time = 0
y = 0

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

;着地エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

[State 200, 7]
type = CtrlSet
trigger1 = AnimElem = 9
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;赫訳・紅葉（中）
[Statedef 1210]
type = S
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1210
sprpriority = 2

;ヒットエフェクト
[State 1210, 1]
type = VarRandom
trigger1 = Time = 0
trigger2 = AnimElem = 7
trigger3 = AnimElem = 14
trigger4 = AnimElem = 19
v = 29
range = 3100, 3105

[State 1210]
type = StateTypeSet
trigger1 = AnimElem = 14
statetype = A

[State 1210]
type = VelSet
trigger1 = AnimElem = 1
x = ifelse(PrevStateNo = 100, 6, 2)

[State 1210]
type = VelSet
trigger1 = AnimElem = 4
x = 6.3

[State 1210]
type = VelSet
trigger1 = AnimElem = 14
x = 3.0
y = -7.4

[State 1210]
type = VelAdd
trigger1 = AnimElemTime(14) >= 0
y = .5

;いきます
[State 1210, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random <= 400
value = 20,10
channel = 0

;いくわよ
[State 1210]
type = PlaySnd
trigger1 = AnimElem = 14
value = 20,18
channel = 0

;ランダム音声
[State -2]
type = VarRandom
trigger1 = AnimElem = 10
trigger2 = AnimElem = 12
trigger3 = AnimElem = 14
v = 0
range = 6,7

;相殺(攻撃判定なし)
[State 1210]
type = ReversalDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 12
trigger3 = AnimElem = 14
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 4))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 4))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Range = 0,31
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Range = 0,31
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 38
Range = 0,31
Persistent = 0

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 6
attr = S, SA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), Ceil(FVar(11)*4*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 3, ifelse(P2MoveType != A, 3, 5)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.2,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 68, 0), ifelse(Var(40) = 0, 57, 0)
givepower = 26, 20
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
air.fall = ifelse(P2MoveType != A, 0, 1)
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 9
attr = S, SA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), Ceil(FVar(11)*4*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 3, ifelse(P2MoveType != A, 3, 5)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.2,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 68, 0), ifelse(Var(40) = 0, 57, 0)
givepower = 26, 20
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
air.fall = ifelse(P2MoveType != A, 0, 1)
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 23

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 15
attr = A, SA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), Ceil(FVar(11)*6*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.4, -6.2
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.2,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 102, 0), ifelse(Var(40) = 0, 86, 0)
givepower = 38, 30
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 23
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3


[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 6
attr = S, SA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), Ceil(FVar(11)*4*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 3, ifelse(P2MoveType != A, 3, 5)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.2,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 40, 0), ifelse(Var(40) = 0, 34, 0)
givepower = 12, 6
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
air.fall = ifelse(P2MoveType != A, 0, 1)
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 9
attr = S, SA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), Ceil(FVar(11)*4*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 3, ifelse(P2MoveType != A, 3, 5)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.2,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 40, 0), ifelse(Var(40) = 0, 34, 0)
givepower = 12, 6
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
air.fall = ifelse(P2MoveType != A, 0, 1)
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 23

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 15
attr = A, SA
damage = Ceil(FVar(10)*(60-Var(37)%2)*FVar(22)), Ceil(FVar(11)*6*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.4, -6.2
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-6.2,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 60, 0), ifelse(Var(40) = 0, 51, 0)
givepower = 18, 9
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 23
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 1210, 1]
type = MoveHitReset
trigger1 = AnimElem = 19
ignorehitpause = 1

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = FVar(5) = 1
trigger1 = AnimElem = 19
attr = A, SA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), Ceil(FVar(11)*8*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 5
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6, 9
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -11
air.velocity = -6*FVar(5),IfElse(FVar(5)=1,9,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall.xvelocity = -2
;fall.yvelocity = -9
;p2stateno = 5700
getpower = ifelse(Var(40) = 0, 136, 0), ifelse(Var(40) = 0, 115, 0)
givepower = 51, 41
yaccel = IfElse(FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = FVar(5) = 2
trigger1 = AnimElem = 19
attr = A, SA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), Ceil(FVar(11)*8*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 5
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6, 9
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -6*FVar(5),IfElse(FVar(5)=1,9,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall.xvelocity = -2
;fall.yvelocity = -9
getpower = ifelse(Var(40) = 0, 136, 0), ifelse(Var(40) = 0, 115, 0)
givepower = 51, 41
yaccel = IfElse(FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = FVar(5) = 1
trigger1 = AnimElem = 19
attr = A, SA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), Ceil(FVar(11)*8*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 6
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6, 9
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -11
air.velocity = -6*FVar(5),IfElse(FVar(5)=1,9,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall.xvelocity = -2
;fall.yvelocity = -9
p2stateno = 5700
getpower = ifelse(Var(40) = 0, 80, 0), ifelse(Var(40) = 0, 68, 0)
givepower = 24, 12
yaccel = IfElse(FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 1210, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = FVar(5) = 2
trigger1 = AnimElem = 19
attr = A, SA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), Ceil(FVar(11)*8*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 6
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6, 9
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -6
air.velocity = -6*FVar(5),IfElse(FVar(5)=1,9,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall.xvelocity = -2
;fall.yvelocity = -9
getpower = ifelse(Var(40) = 0, 80, 0), ifelse(Var(40) = 0, 68, 0)
givepower = 24, 12
yaccel = IfElse(FVar(5)=1,0.5,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

;爪エフェクト
[State 1210, 2]
type = Explod
trigger1 = AnimElem = 17
anim = 1290
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 1210, 3]
type = ChangeState
trigger1 = AnimElemTime(19) >= 1
trigger1 = MoveHit
value = 1201

[State 1210, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1209

;---------------------------------------------------------------------------
;赫訳・紅葉（EX）
[Statedef 1220]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1220
sprpriority = 2

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
trigger2 = AnimElem = 7
trigger3 = AnimElem = 14
trigger4 = AnimElem = 19
v = 29
range = 3100, 3105

[State 200]
type = VelSet
trigger1 = AnimElem = 4
x = 0
y = 0

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 4
physics = N

[State 200]
type = VelSet
trigger1 = AnimElem = 5
x = 7.5

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 14
statetype = A

[State 200]
type = VelSet
trigger1 = AnimElem = 14
x = 2.5
y = -7.4

[State 200]
type = VelAdd
trigger1 = AnimElemTime(14) >= 0
y = .5

;私、甘くなくてよ
[State 50, 2]
type = PlaySnd
trigger1 = AnimElem = 4, = 1
value = 20,15
channel = 3

;ランダム音声
[State -2]
type = VarRandom
trigger1 = AnimElem = 10
trigger2 = AnimElem = 12
trigger3 = AnimElem = 14
v = 0
range = 6,7

;相殺(攻撃判定なし)
[State 200]
type = ReversalDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 12
trigger3 = AnimElem = 14
reversal.attr = SCA, NA, SA, NP, SP
pausetime = 13,13
sparkno = S3900
hitsound = S10,Var(0)
numhits = 0

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = VarAdd
Trigger1 = Var(51)%10 = 1
Trigger1 = ((MoveHit = 1 && HitCount = 4))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 4))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Range = 0,31
Persistent = 1

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Range = 0,31
Persistent = 1

[State -1, Critical]
Type = VarRandom
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 38
Range = 0,31
Persistent = 1

;特殊補正(ActCadenza)
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 2
Trigger1 = AnimElemTime(19) >= 0
Trigger1 = MoveHit
Trigger1 = FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 6
attr = S, SA
damage = Ceil(FVar(10)*(20-Var(37)%2)*FVar(22)), Ceil(FVar(11)*4*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 3, ifelse(P2MoveType != A, 3, 5)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -2.1*FVar(5),IfElse(FVar(5)=1,-7.25,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 10, 7
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
air.fall = ifelse(P2MoveType != A, 0, 1)
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 20

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 9
attr = S, SA
damage = Ceil(FVar(10)*(30-Var(37)%2)*FVar(22)), Ceil(FVar(11)*4*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 0
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -2.1*FVar(5),IfElse(FVar(5)=1,-7.5,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 10, 7
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
air.fall = ifelse(P2MoveType != A, 0, 1)
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 20

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 15
attr = A, SA
damage = Ceil(FVar(10)*(30-Var(37)%2)*FVar(22)), Ceil(FVar(11)*5*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.4, -7
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-7.5,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 10, 7
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3


[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 6
attr = S, SA
damage = Ceil(FVar(10)*(IfElse(P2BodyDist X >= 25, 30, 40)-Var(37)%2)*FVar(22)), Ceil(FVar(11)*4*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 0
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -7
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-5.4,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
air.fall = ifelse(P2MoveType != A, 0, 1)
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 20

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 15
attr = A, SA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), Ceil(FVar(11)*5*FVar(22))
animtype = Medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.4, -7
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -7
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-5,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 600, 1]
type = MoveHitReset
trigger1 = AnimElem = 19
ignorehitpause = 1

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 19
attr = A, SA
damage = Ceil(FVar(10)*(40-Var(37)%2)*FVar(22)), Ceil(FVar(11)*7*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 5
guardsound = S15, 20
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.4, -5
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -10
air.velocity = -1.4*FVar(5),IfElse(FVar(5)=1,-7,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 10, 7
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

[State 600, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 19
attr = A, SA
damage = Ceil(FVar(10)*(70-Var(37)%2)*FVar(22)), Ceil(FVar(11)*7*FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 6
guardsound = S35, 9
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.4, -5
guard.hittime = 20
guard.slidetime = 20
guard.ctrltime = 20
guard.velocity = -9
air.velocity = -0.4*FVar(5),IfElse(FVar(5)=1,-7,FVar(6))
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 20
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3

;爪エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 17
anim = 1290
pos = 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4
persistent = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 37     ;4フレ無敵(攻撃判定発生後2フレ)

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 4
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 3, 14

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 3
name = "EX_2"
sprpriority = 5
pos = -15, -79
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ゲージ減少用フラグ
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 11900
id = 11900
pos = 0, 0
removetime = 20
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -4
ownpal = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 4
anim = -1
time = 29
movetime = 29
sound = S10,4
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 4
anim = -1
time = 29
movetime = 29
sound = S35,10
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 4
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

[State 420, 2]
type = ChangeState
trigger1 = AnimElemTime(19) >= 1
trigger1 = MoveHit
value = 1221

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1229

;---------------------------------------------------------------------------
;赫訳・紅葉（EXヒット後）
[Statedef 1221]
type = A
movetype= A
physics = N
ctrl = 0
anim = 1221
sprpriority = 2
movehitpersist = 1

[State 420, 2]
type = ChangeState
trigger1 = Var(59) = 0
trigger1 = Time = 0
trigger1 = MoveHit
trigger1 = Command = "holdup"
value = 7200

[State 200]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -4.5

[State 200]
type = VelAdd
trigger1 = 1
y = .39

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1229

;---------------------------------------------------------------------------
;赫訳・紅葉（EX着地）
[Statedef 1229]
type = S
movetype= I
physics = S
ctrl = 0
anim = 1229
velset = 0, 0
sprpriority = 2

[State 200, 7]
type = PosSet
trigger1 = Time = 0
y = 0

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

;着地エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

[State 200, 7]
type = CtrlSet
trigger1 = AnimElem = 8
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上・獣を焦がす（弱）
[Statedef 1300]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1300
sprpriority = 2

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
physics = N

[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20, 0
channel = 0

[State 200]
type = VelSet
trigger1 = AnimElem = 5
x = -1
y = -3.4

[State 200]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = .3

;炎の音(ReACT・原作では音がない)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
value = 15, 8
persistent = 0

;炎の音(ActCadenza)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
value = 35, 7
persistent = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 5
id = 1300
name = "fire"
sprpriority = 4
pos = 40, -Floor(Pos Y)
stateno = 1390
keyctrl = 0
ownpal = 1
size.attack.dist = 0

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1301

;---------------------------------------------------------------------------
;獣を焦がす（着地）
[Statedef 1301]
type = S
movetype= I
physics = S
ctrl = 0
anim = 1301
velset = 0, 0
sprpriority = 2

[State 200, 7]
type = PosSet
trigger1 = Time = 0
y = 0

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

;着地エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

[State 200, 7]
type = CtrlSet
trigger1 = Time = 0
trigger1 = PrevStateNo >= 1330
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上・獣を焦がす（中）
[Statedef 1310]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1310
sprpriority = 2

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
physics = N

[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20, 0
channel = 0

[State 200]
type = VelSet
trigger1 = AnimElem = 5
x = -1.5
y = -3.8

[State 200]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = .3

;炎の音(ReACT・原作では音がない)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
value = 15, 8
persistent = 0

;炎の音(ActCadenza)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
value = 35, 7
persistent = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 5
id = 1300
name = "fire"
sprpriority = 4
pos = Floor(P2Dist X), -Floor(Pos Y)
postype = p1
facing = -1
stateno = 1390
keyctrl = 0
ownpal = 1
size.attack.dist = 0

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1301

;---------------------------------------------------------------------------
;地上・獣を焦がす（EX）
[Statedef 1320]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1320
sprpriority = 2

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
physics = N

;生きて帰れると思わないことね
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20, 13
channel = 0

[State 200]
type = VelSet
trigger1 = AnimElem = 5
x = -1.2
y = -3.4

[State 200]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = .3

;炎の音(ReACT・原作では音がない)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
value = 15, 8
persistent = 0

;炎の音(ActCadenza)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
value = 35, 7
persistent = 0

;炎(ReACT)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
id = 1301
name = "fire"
sprpriority = 4
pos = 45, -Floor(Pos Y)
stateno = 1391
keyctrl = 0
ownpal = 1
size.attack.dist = 0

;炎(ActCadenza)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
id = 1301
name = "fire"
sprpriority = 4
pos = Floor(P2Dist X), -Floor(Pos Y)
postype = p1
stateno = 1391
keyctrl = 0
ownpal = 1
size.attack.dist = 0
facing = -1

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 33     ;無敵2フレ(攻撃判定発生前)

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 2
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 1, 12

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 1
name = "EX_2"
sprpriority = 5
pos = 10, -124
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ゲージ減少用フラグ
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 11900
id = 11900
pos = 0, 0
removetime = 20
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -4
ownpal = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 2
anim = -1
time = 29
movetime = 29
sound = S10,4
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 2
anim = -1
time = 29
movetime = 29
sound = S35,10
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 2
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1301

;---------------------------------------------------------------------------
;空中・獣を焦がす（弱）
[Statedef 1330]
type = A
movetype= A
physics = N
velset = 0, 0
juggle = 1
ctrl = 0
anim = 1330
sprpriority = 2

[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20, 0
channel = 0

[State 200]
type = VelSet
trigger1 = AnimElem = 4
x = -1.5
y = -3.8

[State 200]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .3

;炎の音(ReACT・原作では音がない)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
value = 15, 8
persistent = 0

;炎の音(ActCadenza)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
value = 35, 7
persistent = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 4, = 1
id = 1300
name = "fire"
sprpriority = 4
pos = 40, -Floor(Pos Y)
stateno = 1390
keyctrl = 0
ownpal = 1
size.attack.dist = 0

[State 200, 7]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = AnimElemTime(4) >= 0
value = 1301

;---------------------------------------------------------------------------
;空中・獣を焦がす（中）
[Statedef 1340]
type = A
movetype= A
physics = N
juggle = 1
velset = 0, 0
ctrl = 0
anim = 1330
sprpriority = 2

[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,0
channel = 0

[State 200]
type = VelSet
trigger1 = AnimElem = 4
x = -1.5
y = -3.8

[State 200]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .3

;炎の音(ReACT・原作では音がない)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
value = 15, 8
persistent = 0

;炎の音(ActCadenza)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
value = 35, 7
persistent = 0

;炎(ReACT)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 4
id = 1300
name = "fire"
sprpriority = 4
pos = 40, -Floor(Pos Y)
stateno = 1390
keyctrl = 0
ownpal = 1
size.attack.dist = 0

;炎(ActCadenza)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 4
id = 1300
name = "fire"
sprpriority = 4
pos = Floor(P2Dist X), -Floor(Pos Y)
postype = p1
stateno = 1390
keyctrl = 0
ownpal = 1
size.attack.dist = 0
facing = -1

[State 200, 7]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1301

;---------------------------------------------------------------------------
;空中・獣を焦がす（EX）
[Statedef 1350]
type = A
movetype= A
physics = N
juggle = 1
velset = 0, 0
ctrl = 0
anim = 1350
sprpriority = 2

;生きて帰れると思わないことね
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,13
channel = 0

[State 200]
type = VelSet
trigger1 = AnimElem = 4
x = -1.2
y = -3.8

[State 200]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .3

;炎の音(ReACT・原作では音がない)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 5
value = 15, 8
persistent = 0

;炎の音(ActCadenza)
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 5
value = 35, 7
persistent = 0

;炎(ReACT)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 4
id = 1301
name = "fire"
sprpriority = 4
pos = 45, -Floor(Pos Y)
stateno = 1391
keyctrl = 0
ownpal = 1
size.attack.dist = 0

;炎(ActCadenza)
[State 1000, 3]
type = Helper
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 4
id = 1301
name = "fire"
sprpriority = 4
pos = Floor(P2Dist X), -Floor(Pos Y)
postype = p1
stateno = 1391
keyctrl = 0
ownpal = 1
size.attack.dist = 0
facing = -1

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 32     ;無敵2フレ(攻撃判定発生前)

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 1, 12

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 1
name = "EX_2"
sprpriority = 5
pos = 10, -124
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ゲージ減少用フラグ
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 11900
id = 11900
pos = 0, 0
removetime = 20
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -4
ownpal = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
anim = -1
time = 29
movetime = 29
sound = S10,4
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
anim = -1
time = 29
movetime = 29
sound = S35,10
poweradd = ifelse(Var(40) = 3, -500, -1000)
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 1
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = CtrlSet
trigger1 = Time = 69
value = 1

[State 200, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1301

;---------------------------------------------------------------------------
;獣を焦がす（燃やす）
[Statedef 1360]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 1360
sprpriority = 0

;捕まえた
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 6
trigger1 = NumHelper(1300)
value = 20, 20
channel = 0

;後悔なさい
[State 200]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = NumHelper(1301)
value = 20, 63
channel = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;獣を焦がす・炎（設置弱・中）
[Statedef 1390]
type = S
movetype= I
physics = N
juggle = 1
ctrl = 0
anim = 1399
sprpriority = 4

[State -1, Flame inside]
Type = ParentVarSet
Trigger1 = Parent,Var(56) = 1
V = 56
Value = 0

[State -1, Flame inside]
Type = ParentVarSet
TriggerAll = RoundState = 2
TriggerAll = TeamMode = Single || TeamMode = Turns
TriggerAll = P2StateType != A
TriggerAll = P2Dist X = [-75,75]
Trigger1 = Root,Var(51)%10 = 1
Trigger1 = Time = [30,1530]
Trigger2 = Root,Var(51)%10 = 2
Trigger2 = Time = [30,280]
V = 56
Value = 1
Persistent = 44

;残像(ReACT)
[State 420, 2]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = Time = 0
anim = 1390
pos = 0, 0
persistent = 0
removetime = 1550
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = .7, .7
ownpal = 1
id = 1390

;残像(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = Time = 0
anim = 1390
pos = 0, 0
persistent = 0
removetime = 400
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = .7, .7
ownpal = 1
id = 1390

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Root,StateNo = 1360
trigger1 = Root,AnimElem = 7, = 1
value = 1395

[State 200, 7]
type = DestroySelf
trigger1 = NumExplod(1390) = 0

;-----------------------------
;獣を焦がす・炎（設置EX）
[Statedef 1391]
type = S
movetype= I
physics = N
juggle = 1
ctrl = 0
anim = 1399
sprpriority = 4

[State -1, Flame inside]
Type = ParentVarSet
Trigger1 = Parent,Var(56) = 1
V = 56
Value = 0

[State -1, Flame inside]
Type = ParentVarSet
TriggerAll = RoundState = 2
TriggerAll = TeamMode = Single || TeamMode = Turns
TriggerAll = P2StateType != A
TriggerAll = P2Dist X = [-75,75]
Trigger1 = Root,Var(51)%10 = 1
Trigger1 = Time = [30,1530]
Trigger2 = Root,Var(51)%10 = 2
Trigger2 = Time = [30,280]
V = 56
Value = 1
Persistent = 22

;残像(ReACT)
[State 420, 2]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = Time = 0
anim = 1390
pos = 0, 0
persistent = 0
removetime = 1550
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = .7, .7
ownpal = 1
id = 1390

;残像(ActCadenza)
[State 420, 2]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = Time = 0
anim = 1390
pos = 0, 0
persistent = 0
removetime = 400
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = .7, .7
ownpal = 1
id = 1390

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Root,StateNo = 1360
trigger1 = Root,AnimElem = 7, = 1
value = 1396

[State 200, 7]
type = DestroySelf
trigger1 = NumExplod(1390) = 0

;-----------------------------
;獣を焦がす・炎（発動弱・中）
[Statedef 1395]
type = S
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1395
sprpriority = 4

[State -1, Flame inside]
Type = ParentVarSet
Trigger1 = Parent,Var(56) = 1
V = 56
Value = 0

;炎の音(ReACT)
[State 200]
type = PlaySnd
trigger1 = Root,Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 15, 8

;炎の音(ActCadenza)
[State 200]
type = PlaySnd
trigger1 = Root,Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 7

[State 200, 7]
type = RemoveExplod
trigger1 = Time = 0
id = 1390

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1

;クリティカル計算
[State -1, Critical]
Type = null;VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
Trigger1 = Var(0) <= 1
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 9

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 9

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 2
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -10, 10)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -6
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = ifelse(Root,Var(40) = 0, 51, 0), ifelse(Root,Var(40) = 0, 43, 0)
givepower = 19, 15
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 1
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -10, 10)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -6
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = ifelse(Root,Var(40) = 0, 51, 0), ifelse(Root,Var(40) = 0, 43, 0)
givepower = 19, 15
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 0
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -10, 10)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -6
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = ifelse(Root,Var(40) = 0, 51, 0), ifelse(Root,Var(40) = 0, 43, 0)
givepower = 19, 15
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40


[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 2
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -10, 10)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
getpower = ifelse(Root,Var(40) = 0, 30, 0), ifelse(Root,Var(40) = 0, 24, 0)
givepower = 9, 4
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 1
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -10, 10)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = ifelse(Root,Var(40) = 0, 30, 0), ifelse(Root,Var(40) = 0, 24, 0)
givepower = 9, 4
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 0
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -10, 10)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = ifelse(Root,Var(40) = 0, 30, 0), ifelse(Root,Var(40) = 0, 24, 0)
givepower = 9, 4
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

;このヘルパー内でのヒットカウント
[State -2, ikari]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0

[State -2, ikari]
type = VarAdd
trigger1 = MoveContact = 1 || MoveReversed = 1
v = 0
value = 1

[State 3100, 4]
type = PalFX
trigger1 = AnimElem = 27
time = 10
add = 0, 0, 0
sinadd = -120, -120, -120, 40
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1099
ctrl = 0

;-----------------------------
;獣を焦がす・炎（発動EX）
[Statedef 1396]
type = S
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 1396
sprpriority = 4

[State -1, Flame inside]
Type = ParentVarSet
Trigger1 = Parent,Var(56) = 1
V = 56
Value = 0

;炎の音(ReACT)
[State 200]
type = PlaySnd
trigger1 = Root,Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 15, 8

;炎の音(ActCadenza)
[State 200]
type = PlaySnd
trigger1 = Root,Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 7

[State 200, 7]
type = RemoveExplod
trigger1 = Time = 0
id = 1390

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Var(0) <= 4
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 9

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 9

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 5
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 4
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 3
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 2
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 1
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 0
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.8, 0.8), -4.5
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40


[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 5
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 4
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 3
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 2
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 1
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = Var(0) = 0
attr = A, SP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -40-Random%25
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6), -1
guard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -8, 8)
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = IfElse(Facing * EnemyNear,Facing = -1, -0.6, 0.6)*(Parent,FVar(5)),IfElse(Parent,FVar(5)=1,-6,Parent,FVar(6))
airguard.velocity = IfElse(Facing * EnemyNear,Facing = -1, -4, 4), -.5
getpower = 0, 0
givepower = 11, 9
yaccel = IfElse(Parent,FVar(5)=1,0.4,0.8)
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
fall.recovertime = 25
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

;このヘルパー内でのヒットカウント
[State -2, ikari]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0

[State -2, ikari]
type = VarAdd
trigger1 = MoveContact = 1 || MoveReversed = 1
v = 0
value = 1

[State 3100, 4]
type = PalFX
trigger1 = AnimElem = 27
time = 10
add = 0, 0, 0
sinadd = -120, -120, -120, 40
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1099
ctrl = 0

;-----------------------------
;赤主・檻髪
[Statedef 2000]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = ifelse(Var(23) != 1, 2000, 2003)
sprpriority = 2

[State 200]
type = VelSet
trigger1 = Time = 0
v = 23
value = 0

[State 200]
type = VarSet
trigger1 = Time = 0
v = 23
value = 0

[State 200]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(40) = 3
v = 23
value = 1

;身の程を知りなさい
[State 200]
type = PlaySnd
trigger1 = Var(23) != 1
trigger1 = AnimElem = 1, = 5
value = 20,21
channel = 0

;全て奪い尽くして差し上げます
[State 200]
type = PlaySnd
trigger1 = Var(23) = 1
trigger1 = AnimElem = 1, = 5
value = 20,30
channel = 0

[State 800, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
triggerall = AnimElem = 22
triggerall = EnemyNear,StateType != L
trigger1 = EnemyNear,MoveType != H
trigger2 = EnemyNear,MoveType = H
trigger2 = EnemyNear,StateNo != [120,155]
trigger3 = EnemyNear,MoveType = H
trigger3 = ((EnemyNear,HitShakeOver = 0) && (EnemyNear,StateNo = [120,155]))
attr = S, HT
hitflag = MAF
priority = 4, Miss
sparkno = -1
p2facing = 1
p1stateno = 2001
p2stateno = 2005
numhits = 0
getpower = 0

[State 800, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
triggerall = AnimElem = 22
triggerall = EnemyNear,StateType != A
triggerall = EnemyNear,StateType != L
trigger1 = EnemyNear,MoveType != H
trigger2 = EnemyNear,MoveType = H
trigger2 = EnemyNear,StateNo != [120,155]
trigger3 = EnemyNear,MoveType = H
trigger3 = ((EnemyNear,HitShakeOver = 0) && (EnemyNear,StateNo = [120,155]))
attr = S, HT
hitflag = M
priority = 4, Miss
sparkno = -1
p2facing = 1
p1stateno = 2001
p2stateno = 2005
numhits = 0
getpower = 0

[State 811, nothit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1, = 2
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 2, 13

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 2
name = "EX_2"
sprpriority = 5
pos = 10, -124
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;ゲージ減少用フラグ
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 11900
id = 11900
pos = 0, 0
removetime = 20
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -4
ownpal = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1, = 2
anim = -1
time = 53
movetime = 53
sound = S10,4
poweradd = -3000;PowerMax
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1, = 2
anim = -1
time = 53
movetime = 53
sound = S35,10
poweradd = -3000;PowerMax
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 1, = 2
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

;炎1
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1, = 2
anim = 2090
pos = 0, 0
bindtime = -1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 4
ownpal = 1
id = 2090

;炎2
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1, = 6
anim = 2091
pos = 0, 0
bindtime = -1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 4
ownpal = 1
id = 2091

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2010

;-----------------------------
;成功（自分の動作/相手の座標）
[Statedef 2001]
type = S
movetype= A
physics = S
ctrl = 0
anim = 2001
sprpriority = 2

;パシッ(ReACT)
[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 3
value = 15, 0

;パシッ(ActCadenza)
[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 3
value = 35, 0

;炎(ReACTのみ)
[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 7
value = 15, 10

;炎(ReACTのみ)
[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 7
value = 15, 11

;炎
[State 640, 1]
type = EnvShake
trigger1 = AnimElem = 7
time = ifelse(Var(23) != 1,126, 157)
freq = 180
ampl = -3

[State 811, Width]
type = Width
trigger1 = 1
value = 0,0

[State 811, nothit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 811, 1] ;地上やられHigh
type = TargetBind
trigger1 = AnimElem = 1
pos = 38, 0

[State 811, 3] ;地上やられLow
type = TargetBind
trigger1 = AnimElem = 2
pos = 38, 0

[State 811, 3] ;頭をつかむ
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
pos = 46, -85

[State 811, 3] ;吹き飛ぶ
type = TargetBind
trigger1 = Var(23) != 1
trigger1 = Time = 139
trigger2 = Var(23) = 1
trigger2 = Time = 160
pos = 46, -85 - ceil(const(size.head.pos.y) * 0.8)

;HEAT状態(ReACT)
[State 811, LifeAdd]
type = TargetLifeAdd
trigger1 = Var(51)%10 = 1
trigger1 = Var(23) != 1
trigger1 = Time > 24
trigger1 = Time % 4 = 1
value = -Ceil(FVar(10)/(1.00-(0.08*FVar(17)))*31*FVar(22))
kill = ifelse(Time < 135, 0, 1)

;HEAT状態(ActCadenza)
[State 811, LifeAdd]
type = TargetLifeAdd
trigger1 = Var(51)%10 = 2
trigger1 = Var(23) != 1
trigger1 = Time > 24
trigger1 = Time % 5 = 0
value = -Ceil(FVar(10)/(1.00-(0.08*FVar(17)))*30*FVar(22))
kill = ifelse(Time < 135, 0, 1)

;ヒット数加算(ReACT)
[State -1, HitCount]
Type = VarAdd
Trigger1 = Var(51)%10 = 1
Trigger1 = Var(23) != 1
Trigger1 = Time = [24,136]
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 4

;ヒット数加算(ActCadenza)
[State -1, HitCount]
Type = VarAdd
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(23) != 1
Trigger1 = Time = [24,136]
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 5

;背景赤点滅(ReACT)
[State -1]
Type = BGPalFx
Trigger1 = Var(51)%10 = 1
Trigger1 = Var(38) = 31
Trigger1 = Time = [24,136]
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 4

;背景赤点滅(ActCadenza)
[State -1]
Type = BGPalFx
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(38) = 31
Trigger1 = Time = [24,136]
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 5

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 31,31
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算(ReACT)
[State -1, Critical]
Type = VarRandom
Trigger1 = Var(51)%10 = 1
Trigger1 = Var(23) != 1
Trigger1 = Time = [24,136]
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 4

;クリティカル計算(ActCadenza)
[State -1, Critical]
Type = VarRandom
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(23) != 1
Trigger1 = Time = [24,136]
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 5

[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = Var(23) != 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = Time % 4 = 0
value = 15, 8
channel = 1

[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = Var(23) != 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = Time % 5 = 0
value = 35, 7
channel = 1

[State 640, 1]
type = HitAdd
trigger1 = Var(51)%10 = 1
trigger1 = Var(23) != 1
trigger1 = Time > 24
trigger1 = Time % 4 = 1
value = 1

[State 640, 1]
type = HitAdd
trigger1 = Var(51)%10 = 2
trigger1 = Var(23) != 1
trigger1 = Time > 24
trigger1 = Time % 5 = 0
value = 1

;BLOODHEAT状態(ReACT)
[State 811, LifeAdd]
type = TargetLifeAdd
trigger1 = Var(51)%10 = 1
trigger1 = Var(23) = 1
trigger1 = Time > 24
trigger1 = Time % 3 = 0
value = -Ceil(FVar(10)/(1.00-(0.08*FVar(17)))*37*FVar(22))
kill = ifelse(Time < 158, 0, 1)

;BLOODHEAT状態(ActCadenza)
[State 811, LifeAdd]
type = TargetLifeAdd
triggerall = Var(51)%10 = 2
triggerall = Var(23) = 1
trigger1 = Time = [25,55]
trigger1 = Time % 4 = 0
trigger2 = Time > 55
trigger2 = Time % 3 = 0
value = -Ceil(FVar(10)/(1.00-(0.08*FVar(17)))*40*FVar(22))
kill = ifelse(Time < 158, 0, 1)

;ヒット数加算(ReACT)
[State -1, HitCount]
Type = VarAdd
Trigger1 = Var(51)%10 = 1
Trigger1 = Var(23) = 1
Trigger1 = Time = [24,159]
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 3

;ヒット数加算(ActCadenza)
[State -1, HitCount]
Type = VarAdd
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(23) = 1
Trigger1 = Time = [25,55]
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 4

;ヒット数加算(ActCadenza)
[State -1, HitCount]
Type = VarAdd
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(23) = 1
Trigger1 = Time = [56,157]
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 3

;クリティカル計算(ReACT)
[State -1, Critical]
Type = VarRandom
Trigger1 = Var(51)%10 = 1
Trigger1 = Var(23) = 1
Trigger1 = Time = [24,159]
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 3

;クリティカル計算(ActCadenza)
[State -1, Critical]
Type = VarRandom
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(23) = 1
Trigger1 = Time = [25,55]
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 4

;クリティカル計算(ActCadenza)
[State -1, Critical]
Type = VarRandom
Trigger1 = Var(51)%10 = 2
Trigger1 = Var(23) = 1
Trigger1 = Time = [56,157]
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 3

[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = Var(23) = 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = Time % 4 = 0
value = 15, 8
channel = 1

[State 640, 1]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = Var(23) = 1
trigger1 = AnimElemTime(9) >= 0
trigger1 = Time % 4 = 0
value = 35, 7
channel = 1

[State 640, 1]
type = HitAdd
trigger1 = Var(51)%10 = 1
trigger1 = Var(23) = 1
trigger1 = Time > 24
trigger1 = Time % 3 = 1
value = 1

[State 640, 1]
type = HitAdd
triggerall = Var(51)%10 = 2
triggerall = Var(23) = 1
trigger1 = Time = [25,55]
trigger1 = Time % 4 = 0
trigger2 = Time > 55
trigger2 = Time % 3 = 0
value = 1

;炎3
[State 420, 2]
type = Explod
trigger1 = AnimElem = 7
anim = 2092
pos = 0, 0
bindtime = -1
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

;炎4
[State 420, 2]
type = Explod
trigger1 = AnimElem = 7
anim = 2093
pos = 46, 0
bindtime = -1
removetime = ifelse(Var(23) != 1, 139, 160)
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 2093

;炎4残り
[State 420, 2]
type = Explod
trigger1 = Var(23) != 1
trigger1 = Time = 139
trigger2 = Var(23) = 1
trigger2 = Time = 160
anim = 2094
pos = 46, 0
bindtime = -1
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 2094

;炎4
[State 420, 2]
type = RemoveExplod
trigger1 = NumExplod(2094) = 1
id = 2093

;BLOODHEAT炎
[State 420, 2]
type = Explod
triggerall = Var(23) = 1
trigger1 = Time = 31
trigger2 = Time = [32, 166]
trigger2 = Time % 9 = 0
anim = 2095
pos = -20, 240
postype = back
bindtime = -1
ignorehitpause = 1
removetime = 30
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
;scale = 4, 2.5
id = 2095

;BLOODHEAT炎
[State 420, 2]
type = Explod
triggerall = Var(23) = 1
trigger1 = Time = 31
trigger2 = Time = [32, 166]
trigger2 = Time % 9 = 0
anim = 2095
pos = 210, 240
postype = back
bindtime = -1
ignorehitpause = 1
removetime = 30
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
;scale = 4, 2.5
id = 2095
ignorehitpause = 1

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

[State 821, 1]
type = TargetState
trigger1 = Var(23) != 1
trigger1 = Time = 139
trigger2 = Var(23) = 1
trigger2 = Time = 160
value = 2006

;******************************
;連打用
[State 640, 1]
type = VarSet
trigger1 = Time = 0
fv = 7
value = 0

;フラグ初期化
[State 640, 1]
type = VarSet
trigger1 = Time = 0
v = 32
value = 0

;------------------------------
;ReACT

;ヒットカウント増加用
[State 640, 1]
type = VarAdd
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 1
triggerall = Time > 24
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
fv = 7
value = 1

;コンボ補正用　ヒットカウント増加
[State 640, 1]
type = VarAdd
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 1
triggerall = Time > 24
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
v = 37
value = 1

;フラグ初期化
[State 640, 1]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 1
triggerall = Time > 24
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
v = 32
value = 0

;ヒットカウント増加
[State 640, 1]
type = HitAdd
triggerall = Var(51)%10 = 1
triggerall = Var(32) = 0
triggerall = FVar(7) != 0
trigger1 = Ceil(FVar(7)) % 3 = 0
value = IfElse(Random >= 100, 1, -1)

;フラグを立てる
[State 640, 1]
type = VarSet
trigger1 = Var(51)%10 = 1
trigger1 = Var(32) = 0
v = 32
value = 1

;ダメージ(HEAT)
[State 811, LifeAdd]
type = TargetLifeAdd
triggerall = Var(51)%10 = 1
triggerall = Var(59) = 0
triggerall = Var(23) = 0
triggerall = Time > 24
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
value = -Ceil(ifelse(Var(37) < 13, 25, 4)*FVar(22))
kill = ifelse(Time < 135, 0, 1)

;ダメージ(BLOODHEAT)
[State 811, LifeAdd]
type = TargetLifeAdd
triggerall = Var(51)%10 = 1
triggerall = Var(59) = 0
triggerall = Var(23) = 1
triggerall = Time > 24
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
value = -Ceil(ifelse(Var(37) < 43, 5, 2)*FVar(22))
kill = ifelse(Time < 160, 0, 1)

;ヒット音
[State 640, 1]
type = PlaySnd
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 1
triggerall = Time > 24
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
value = 15, 5
channel = 2

;------------------------------
;ActCadenza

;ヒットカウント増加用
[State 640, 1]
type = VarAdd
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Time > 24
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
trigger4 = Command = "x"
trigger5 = Command = "y"
trigger6 = Command = "z"
fv = 7
value = 1

;コンボ補正用　ヒットカウント増加
[State 640, 1]
type = VarAdd
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Time > 24
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
trigger4 = Command = "x"
trigger5 = Command = "y"
trigger6 = Command = "z"
v = 37
value = 1

;フラグ初期化
[State 640, 1]
type = VarSet
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Time > 24
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
trigger4 = Command = "x"
trigger5 = Command = "y"
trigger6 = Command = "z"
v = 32
value = 0

;ヒットカウント増加(HEAT)
[State 640, 1]
type = HitAdd
triggerall = Var(51)%10 = 2
triggerall = Var(32) = 0
triggerall = FVar(7) != 0
trigger1 = Var(23) = 0
trigger1 = Ceil(FVar(7)) % 3 = 0
value = 1

;ヒットカウント増加(BLOODHEAT)
[State 640, 1]
type = HitAdd
triggerall = Var(51)%10 = 2
triggerall = Var(32) = 0
triggerall = FVar(7) != 0
trigger1 = Var(23) = 1
trigger1 = Ceil(FVar(7)) % 4 = 0
value = IfElse(Random >= 750, 1, -1)

;フラグを立てる
[State 640, 1]
type = VarSet
trigger1 = Var(51)%10 = 2
trigger1 = Var(32) = 0
v = 32
value = 1

;ダメージ(HEAT)
[State 811, LifeAdd]
type = TargetLifeAdd
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(23) = 0
triggerall = Time > 24
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
trigger4 = Command = "x"
trigger5 = Command = "y"
trigger6 = Command = "z"
value = -Ceil(ifelse(Var(37) < 13, 23, 4)*FVar(22))
kill = ifelse(Time < 135, 0, 1)

;ダメージ(BLOODHEAT)
[State 811, LifeAdd]
type = TargetLifeAdd
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Var(23) = 1
triggerall = Time > 24
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
trigger4 = Command = "x"
trigger5 = Command = "y"
trigger6 = Command = "z"
value = -Ceil(ifelse(Var(37) < 43, 6, 3)*FVar(22))
kill = ifelse(Time < 160, 0, 1)

;ヒット音(ActCadenza)
[State 640, 1]
type = PlaySnd
triggerall = Var(59) = 0
triggerall = Var(51)%10 = 2
triggerall = Time > 24
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
trigger4 = Command = "x"
trigger5 = Command = "y"
trigger6 = Command = "z"
value = 35, 6
channel = 2

;******************************

;ヒットカウント増加用
[State 640, AI]
type = VarAdd
triggerall = Var(59) > 0
triggerall = Time > 24
trigger1 = Var(23) = 0
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(48) != 0
trigger1 = Time%(11-(Helper(25000),Var(48))) = 0
trigger2 = Var(23) = 1
trigger2 = NumHelper(25000) > 0
trigger2 = Helper(25000),Var(49) != 0
trigger2 = Time%(11-(Helper(25000),Var(49))) = 0
fv = 7
value = 1

;コンボ補正用　ヒットカウント増加
[State 640, AI]
type = VarAdd
triggerall = Var(59) > 0
triggerall = Time > 24
trigger1 = Var(23) = 0
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(48) != 0
trigger1 = Time%(11-(Helper(25000),Var(48))) = 0
trigger2 = Var(23) = 1
trigger2 = NumHelper(25000) > 0
trigger2 = Helper(25000),Var(49) != 0
trigger2 = Time%(11-(Helper(25000),Var(49))) = 0
v = 37
value = 1

;フラグ初期化
[State 640, AI]
type = VarSet
triggerall = Var(59) > 0
triggerall = Time > 24
trigger1 = Var(23) = 0
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(48) != 0
trigger1 = Time%(11-(Helper(25000),Var(48))) = 0
trigger2 = Var(23) = 1
trigger2 = NumHelper(25000) > 0
trigger2 = Helper(25000),Var(49) != 0
trigger2 = Time%(11-(Helper(25000),Var(49))) = 0
v = 32
value = 0

;ダメージ(HEAT・ReACT)
[State 811, AI]
type = TargetLifeAdd
triggerall = Var(51)%10 = 1
triggerall = Var(59) > 0
triggerall = Time > 24
triggerall = Var(23) = 0
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(48) != 0
trigger1 = Time%(11-(Helper(25000),Var(48))) = 0
value = -Ceil(ifelse(Var(37) < 13, 25, 4)*FVar(22))
kill = ifelse(Time < 135, 0, 1)

;ダメージ(HEAT・ActCadenza)
[State 811, AI]
type = TargetLifeAdd
triggerall = Var(51)%10 = 2
triggerall = Var(59) > 0
triggerall = Time > 24
triggerall = Var(23) = 0
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(48) != 0
trigger1 = Time%(11-(Helper(25000),Var(48))) = 0
value = -Ceil(ifelse(Var(37) < 13, 23, 4)*FVar(22))
kill = ifelse(Time < 135, 0, 1)

;ダメージ(BLOODHEAT・ReACT)
[State 811, AI]
type = TargetLifeAdd
triggerall = Var(51)%10 = 1
triggerall = Var(59) > 0
triggerall = Time > 24
triggerall = Var(23) = 1
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(49) != 0
trigger1 = Time%(11-(Helper(25000),Var(49))) = 0
value = -Ceil(ifelse(Var(37) < 43, 5, 2)*FVar(22))
kill = ifelse(Time < 160, 0, 1)

;ダメージ(BLOODHEAT・ActCadenza)
[State 811, AI]
type = TargetLifeAdd
triggerall = Var(51)%10 = 2
triggerall = Var(59) > 0
triggerall = Time > 24
triggerall = Var(23) = 1
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(49) != 0
trigger1 = Time%(11-(Helper(25000),Var(49))) = 0
value = -Ceil(ifelse(Var(37) < 43, 6, 3)*FVar(22))
kill = ifelse(Time < 160, 0, 1)

;ヒット音
[State 640, AI]
type = PlaySnd
triggerall = Var(59) > 0
triggerall = Var(51)%10 = 1
triggerall = Time > 24
trigger1 = Var(23) = 0
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(48) != 0
trigger1 = Time%(11-(Helper(25000),Var(48))) = 0
trigger2 = Var(23) = 1
trigger2 = NumHelper(25000) > 0
trigger2 = Helper(25000),Var(49) != 0
trigger2 = Time%(11-(Helper(25000),Var(49))) = 0
value = 15, 5
channel = 2

;ヒット音
[State 640, AI]
type = PlaySnd
triggerall = Var(59) > 0
triggerall = Var(51)%10 = 2
triggerall = Time > 24
trigger1 = Var(23) = 0
trigger1 = NumHelper(25000) > 0
trigger1 = Helper(25000),Var(48) != 0
trigger1 = Time%(11-(Helper(25000),Var(48))) = 0
trigger2 = Var(23) = 1
trigger2 = NumHelper(25000) > 0
trigger2 = Helper(25000),Var(49) != 0
trigger2 = Time%(11-(Helper(25000),Var(49))) = 0
value = 35, 6
channel = 2

;******************************

[State 200, 7]
type = ChangeState
trigger1 = Var(23) != 1
trigger1 = Time = 139
trigger2 = Var(23) = 1
trigger2 = Time = 160
value = 2002

;-----------------------------
;終了
[Statedef 2002]
type = S
movetype= I
physics = S
ctrl = 0
anim = 2002
sprpriority = 2

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = Time = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
;投げ（相手）
[Statedef 2005]
type    = A
movetype= H
physics = N
velset = 0,0

[State 200, 1]
type = PalFX
trigger1 = Time >= 21
time = 50
add = 250, 0, 0
mul = 120, 120, 120

[State 1027]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, nothit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2005

;-------------------------------------------------------------------
;投げ（相手）
[Statedef 2006]
type    = A
movetype= H
physics = N
velset = 0,-9

[State 1027]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2006

[State 820, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 821, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;失敗
[Statedef 2010]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 2010
sprpriority = 0

[State 811, nothit]
type = NotHitBy
trigger1 = Anim = [2010,2012]
trigger2 = Anim = 2013 && AnimElemTime(5) < 0
value = SCA
time = 1

;炎
[State 1000, 3]
type = Helper
trigger1 = Anim = 2010
trigger1 = AnimElem = 3
name = "fire"
sprpriority = 4
pos = 0, 0
stateno = 2015
keyctrl = 0
ownpal = 1
id = 2015

;BLOODHEAT炎
[State 1000, 3]
type = Helper
trigger1 = Var(23) = 1
trigger1 = Anim = 2011
trigger1 = AnimElem = 1, = 1
name = "fire"
sprpriority = 4
pos = 0, 0
postype = back
stateno = 2095
id = 2095
keyctrl = 0
ownpal = 1

[State 1000, 3]
type = ChangeAnim
trigger1 = Anim = 2010
trigger1 = NumHelper(2015) = 1
trigger1 = helper(2015), AnimElem = 1, = 2
value = 2011

[State 1000, 3]
type = ChangeAnim
trigger1 = Anim = 2011
trigger1 = helper(2015), AnimElem = 12
value = 2012

[State 1000, 3]
type = ChangeAnim
trigger1 = Anim = 2012
trigger1 = helper(2015), AnimElem = 13, = 1
value = 2013

[State 1000, 3]
type = VelSet
triggerall = Var(51)%10 = 1
triggerall = EnemyNear,BackEdgeBodyDist <= 0
trigger1 = NumHelper(2015) > 0
trigger1 = Helper(2015), MoveGuarded
trigger1 = Helper(2015), AnimElem = 2
trigger2 = NumHelper(2015) > 0
trigger2 = Helper(2015), MoveGuarded
trigger2 = Helper(2015), AnimElem = 3
trigger3 = NumHelper(2015) > 0
trigger3 = Helper(2015), MoveGuarded
trigger3 = Helper(2015), AnimElem = 4
trigger4 = NumHelper(2015) > 0
trigger4 = Helper(2015), MoveGuarded
trigger4 = Helper(2015), AnimElem = 5
trigger5 = NumHelper(2015) > 0
trigger5 = Helper(2015), MoveGuarded
trigger5 = Helper(2015), AnimElem = 6
trigger6 = NumHelper(2015) > 0
trigger6 = Helper(2015), MoveGuarded
trigger6 = Helper(2015), AnimElem = 7
trigger7 = NumHelper(2015) > 0
trigger7 = Helper(2015), MoveGuarded
trigger7 = Helper(2015), AnimElem = 8
trigger8 = NumHelper(2015) > 0
trigger8 = Helper(2015), MoveGuarded
trigger8 = Helper(2015), AnimElem = 9
trigger9 = NumHelper(2015) > 0
trigger9 = Helper(2015), MoveGuarded
trigger9 = Helper(2015), AnimElem = 10
trigger10 = NumHelper(2015) > 0
trigger10 = Helper(2015), MoveGuarded
trigger10 = Helper(2015), AnimElem = 11
trigger11 = NumHelper(2015) > 0
trigger11 = Helper(2015), MoveGuarded
trigger11 = Helper(2015), AnimElem = 12
x = IfElse(P2StateType = S, -4, IfElse(P2StateType = C, -4, 0))
ignorehitpause = 1

[State 1000, 3]
type = VelSet
triggerall = Var(51)%10 = 1
triggerall = EnemyNear,BackEdgeBodyDist <= 0
trigger1 = NumHelper(2015) > 0
trigger1 = Helper(2015), MoveGuarded
trigger1 = Helper(2015), AnimElem = 13
x = IfElse(P2StateType = S, -8, IfElse(P2StateType = C, -8, 0))
ignorehitpause = 1

[State 1000, 3]
type = VelSet
triggerall = Var(51)%10 = 2
triggerall = EnemyNear,BackEdgeBodyDist <= 0
trigger1 = NumHelper(2015) > 0
trigger1 = Helper(2015), MoveGuarded
trigger1 = Helper(2015), AnimElem = 2
trigger2 = NumHelper(2015) > 0
trigger2 = Helper(2015), MoveGuarded
trigger2 = Helper(2015), AnimElem = 3
trigger3 = NumHelper(2015) > 0
trigger3 = Helper(2015), MoveGuarded
trigger3 = Helper(2015), AnimElem = 4
trigger4 = NumHelper(2015) > 0
trigger4 = Helper(2015), MoveGuarded
trigger4 = Helper(2015), AnimElem = 5
trigger5 = NumHelper(2015) > 0
trigger5 = Helper(2015), MoveGuarded
trigger5 = Helper(2015), AnimElem = 6
trigger6 = NumHelper(2015) > 0
trigger6 = Helper(2015), MoveGuarded
trigger6 = Helper(2015), AnimElem = 7
trigger7 = NumHelper(2015) > 0
trigger7 = Helper(2015), MoveGuarded
trigger7 = Helper(2015), AnimElem = 8
trigger8 = NumHelper(2015) > 0
trigger8 = Helper(2015), MoveGuarded
trigger8 = Helper(2015), AnimElem = 9
trigger9 = NumHelper(2015) > 0
trigger9 = Helper(2015), MoveGuarded
trigger9 = Helper(2015), AnimElem = 10
trigger10 = NumHelper(2015) > 0
trigger10 = Helper(2015), MoveGuarded
trigger10 = Helper(2015), AnimElem = 11
trigger11 = NumHelper(2015) > 0
trigger11 = Helper(2015), MoveGuarded
trigger11 = Helper(2015), AnimElem = 12
x = IfElse(P2StateType = A, -2.75, -4)
ignorehitpause = 1

[State 1000, 3]
type = VelSet
triggerall = Var(51)%10 = 2
triggerall = EnemyNear,BackEdgeBodyDist <= 0
trigger1 = NumHelper(2015) > 0
trigger1 = Helper(2015), MoveGuarded
trigger1 = Helper(2015), AnimElem = 13
x = IfElse(P2StateType = A, -2.75, -8)
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Anim = 2013
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;炎(判定あり)
[Statedef 2015]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 2015
sprpriority = 4

[State 200]
type = PlaySnd
trigger1 = Root,Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 15, 10

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1

;背景赤点滅(ReACT)
[State -1]
Type = BGPalFx
Trigger1 = Root,Var(51)%10 = 1
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 4

;背景赤点滅(ActCadenza)
[State -1]
Type = BGPalFx
Trigger1 = Root,Var(51)%10 = 2
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 5

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarRandom
TriggerAll = MoveHit
Trigger1 = AnimElemTime(2) = -1
Trigger2 = AnimElemTime(3) = -1
Trigger3 = AnimElemTime(4) = -1
Trigger4 = AnimElemTime(5) = -1
Trigger5 = AnimElemTime(6) = -1
Trigger6 = AnimElemTime(7) = -1
Trigger7 = AnimElemTime(8) = -1
Trigger8 = AnimElemTime(9) = -1
Trigger9 = AnimElemTime(10) = -1
Trigger10= AnimElemTime(11) = -1
Trigger11= AnimElemTime(12) = -1
Trigger12= AnimElemTime(13) = -1
V = 38
Range = 0,31
Persistent = 1

[State -1, Critical]
Type = VarSet
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算(ReACT)
[State -1, Critical]
Type = VarSet
Trigger1 = Root,Var(51)%10 = 1
Trigger1 = AnimElemTime(2) >= 0
Trigger1 = AnimElemTime(14) < 0
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 4

;クリティカル計算(ActCadenza)
[State -1, Critical]
Type = VarSet
Trigger1 = Root,Var(51)%10 = 2
Trigger1 = AnimElemTime(2) >= 0
Trigger1 = AnimElemTime(14) < 0
Trigger1 = MoveHit = 1
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 5

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;特殊補正
[State -1]
Type = ParentVarSet
trigger1 = Root,Var(51)%10 = 2
Trigger1 = MoveHit = 1
Trigger1 = Parent,FVar(11) > 0.90
FV = 11
Value = 0.90
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 1
trigger1 = AnimElem = 1
attr = A, HP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 15, 16
guard.pausetime = 15, 14
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, -5
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -6
getpower = 0
givepower = 10, 7
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
id = 2000
p2stateno = 225
p2facing = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
attr = A, HP
damage = Ceil(Parent,FVar(10)*(47-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 3, 4
guard.pausetime = 3, 2
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, 0
;air.velocity = -1.4, -4
airguard.velocity = -4, -.5
guard.cornerpush.veloff = -7.5
airguard.cornerpush.veloff = 0
getpower = 0
givepower = 10, 7
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
id = 2000
p2stateno = 225
p2facing = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 1
trigger1 = AnimElem = 13
attr = A, HP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 12
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, 0
;air.velocity = -1.4, -4
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -6
getpower = 0
givepower = 10, 7
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
id = 2000
p2stateno = 225
p2facing = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 2
trigger1 = AnimElem = 1
attr = A, HP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 15, 16
guard.pausetime = 15, 14
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, FVar(6)
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -6
getpower = 0
givepower = 10, 7
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
attr = A, HP
damage = Ceil(Parent,FVar(10)*(47-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 3, 4
guard.pausetime = 3, 2
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, FVar(6)
;air.velocity = -1.4, -4
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -6
getpower = 0
givepower = 10, 7
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 2
trigger1 = AnimElem = 13
attr = A, HP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 12
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, FVar(6)
;air.velocity = -1.4, -4
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -6
getpower = 0
givepower = 10, 7
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40


[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 1
trigger1 = AnimElem = 1
attr = A, HP
damage = Ceil(Parent,FVar(10)*(45-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 15, 16
guard.pausetime = 15, 14
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, -5
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -5.5
getpower = 0, 0
givepower = 11, 9
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
id = 2000
p2stateno = 225
p2facing = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
attr = A, HP
damage = Ceil(Parent,FVar(10)*(45-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4, 5
guard.pausetime = 4, 3
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, 0
;air.velocity = -1.4, -4
airguard.velocity = -4, -.5
guard.cornerpush.veloff = -7.5
airguard.cornerpush.veloff = -5.5
getpower = 0, 0
givepower = 11, 9
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
id = 2000
p2stateno = 225
p2facing = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 1
trigger1 = AnimElem = 13
attr = A, HP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 12
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, 0
;air.velocity = -1.4, -4
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -5.5
getpower = 0, 0
givepower = 11, 9
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
id = 2000
p2stateno = 225
p2facing = 1

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 2
trigger1 = AnimElem = 1
attr = A, HP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 15, 16
guard.pausetime = 15, 14
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, FVar(6)
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -5.5
getpower = 0, 0
givepower = 11, 9
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
persistent = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
attr = A, HP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 5, 6
guard.pausetime = 5, 4
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, FVar(6)
;air.velocity = -1.4, -4
airguard.velocity = -4, -.5
guard.cornerpush.veloff = -7.5
airguard.cornerpush.veloff = -5.5
getpower = 0, 0
givepower = 11, 9
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
triggerall = Root,FVar(5) = 2
trigger1 = AnimElem = 13
attr = A, HP
damage = Ceil(Parent,FVar(10)*(40-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*4*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 12
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -78
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -10, -5
;ground.velocity = -1.2, -4
guard.velocity = -6
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -10, FVar(6)
;air.velocity = -1.4, -4
airguard.velocity = -4, -.5
;guard.cornerpush.veloff = -7.5
;airguard.cornerpush.veloff = -5.5
getpower = 0, 0
givepower = 11, 9
kill = 1
guard.kill = 0
fall = 1
fall.recover = 0
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1099
ctrl = 0

;-----------------------------
;炎_BLOODHEAT用(判定あり)
[Statedef 2095]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 2019
sprpriority = 4

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

[State -2, ikari]
type = VarAdd
trigger1 = MoveContact = 1 || MoveReversed = 1
v = 0
value = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
Trigger2 = AnimElemTime(2) = -1
Trigger3 = AnimElemTime(3) = -1
V = 38
Range = 0,31
Persistent = 1

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 1))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 2))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical]
Type = VarSet
Trigger1 = ((MoveHit = 1 && HitCount = 3))
V = 38
Value = 0
IgnoreHitPause = 1
Persistent = 0

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = A, HP
damage = Ceil(Parent,FVar(10)*(52-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*5*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1.2, -2
guard.velocity = -5
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -1.4, -2
airguard.velocity = -4, -.5
getpower = 0
givepower = 10, 7
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

[State 600, 1]
type = HitDef
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(28) < 3
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = A, HP
damage = Ceil(Parent,FVar(10)*(46-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*5*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 6, ifelse(P2MoveType != A, 6, 9)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -1.2, -2
guard.velocity = -5
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -1.4, -2
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 11, 9
kill = 1
guard.kill = 0
fall = 1
fall.recover = ifelse(P2MoveType != A, 1, 0)
yaccel = 0.4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40

;炎
[State 420, 2]
type = Explod
trigger1 = Time = 0
trigger2 = Time < 20
trigger2 = GameTime % 9 = 0
anim = 2095
pos = -20, 240
postype = back
bindtime = -1
ignorehitpause = 1
removetime = 30
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
;scale = 4, 2.5
id = 2095

;炎
[State 420, 2]
type = Explod
trigger1 = Time = 0
trigger2 = Time < 20
trigger2 = GameTime % 9 = 0
anim = 2095
pos = 210, 240
postype = back
bindtime = -1
ignorehitpause = 1
removetime = 30
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
;scale = 4, 2.5
id = 2095
ignorehitpause = 1

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = NumExplod(2095) = 0
value = 1099
ctrl = 0

;---------------------------------------------------------------------------
;エフェクト炎
[Statedef 3200]
type = S
movetype= I
physics = S
juggle = 1
ctrl = 0
anim = 3299
sprpriority = -5

;エフェクト炎
[State 420, 2]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 8
trigger3 = Time = 16
trigger4 = Time = 24
trigger5 = Time = 32
anim = 3200
pos = 0, -20
postype = p2
facing = -1
vel = 0, -4
;persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -2
ownpal = 1
scale = 1.7, 1.7

;エフェクト炎
[State 420, 2]
type = Explod
trigger1 = Time = 8
trigger2 = Time = 16
trigger3 = Time = 24
trigger4 = Time = 32
trigger5 = Time = 40
anim = 3200
pos = -9, -10
postype = p2
facing = -1
vel = 0, -4
;persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -2
ownpal = 1
scale = 1.7, 1.7

;エフェクト炎
[State 420, 2]
type = Explod
trigger1 = Time = 12
trigger2 = Time = 20
trigger3 = Time = 28
trigger4 = Time = 36
trigger5 = Time = 44
anim = 3200
pos = 11, -12
postype = p2
facing = -1
vel = 0, -4
;persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -2
ownpal = 1
scale = 1.7, 1.7

[State 420, 2]
type = DestroySelf
trigger1 = Time = 44

;---------------------------------------------------------------------------
;エフェクト炎
[Statedef 3210]
type = S
movetype= I
physics = S
juggle = 1
ctrl = 0
anim = 3299
sprpriority = -5

;エフェクト炎
[State 420, 2]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 8
trigger3 = Time = 16
trigger4 = Time = 24
trigger5 = Time = 32
trigger6 = Time = 40
trigger7 = Time = 48
anim = 3200
pos = 0, -20
postype = p2
facing = -1
vel = 0, -4
;persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -2
ownpal = 1
scale = 1.7, 1.7

;エフェクト炎
[State 420, 2]
type = Explod
trigger1 = Time = 8
trigger2 = Time = 16
trigger3 = Time = 24
trigger4 = Time = 32
trigger5 = Time = 40
trigger6 = Time = 48
trigger7 = Time = 56
anim = 3200
pos = -9, -10
postype = p2
facing = -1
vel = 0, -4
;persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -2
ownpal = 1
scale = 1.7, 1.7

;エフェクト炎
[State 420, 2]
type = Explod
trigger1 = Time = 12
trigger2 = Time = 20
trigger3 = Time = 28
trigger4 = Time = 36
trigger5 = Time = 44
trigger6 = Time = 52
trigger7 = Time = 60
anim = 3200
pos = 11, -12
postype = p2
facing = -1
vel = 0, -4
;persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -2
ownpal = 1
scale = 1.7, 1.7

[State 420, 2]
type = DestroySelf
trigger1 = Time = 60

;---------------------------------------------------------------------------
;EXエフェクト_0
[Statedef 3300]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3300 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3304
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_15
[Statedef 3310]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3310 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3314
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_30
[Statedef 3320]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3320 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3324
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_45
[Statedef 3330]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3330 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3334
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_60
[Statedef 3340]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3340 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3344
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_75
[Statedef 3350]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3350 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3354
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_90
[Statedef 3360]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3360 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3364
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_-15
[Statedef 3370]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3370 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3374
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_-30
[Statedef 3380]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3380 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3384
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_-45
[Statedef 3390]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3390 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3394
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_-60
[Statedef 3400]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3400 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3404
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_-75
[Statedef 3410]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3410 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3414
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト_-90
[Statedef 3420]
type = A
physics = N
anim = 3399
ctrl = 0
sprpriority = 5

:伸縮or潰れる
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 11

;-----------------------------
;大きさ_初期値(縮む)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
v = 1
range = 5, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 0
value = FVar(0) / 10

;毎フレームの減分(縮む)
[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [4, 7]
fv = 1
value = FVar(0) / 14

;-----------------------------
;大きさ_初期値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 1
range = 0, 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 0
value = FVar(0) / 10

;大きさ_最大値(伸びる)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
v = 2
range = 6, 14

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = Var(2) - Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [8, 11]
fv = 1
value = FVar(1) / 10 / 14

;-----------------------------
;大きさ(幅)
[State 420, 2]
type = VarRandom
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
v = 1
range = 5, 10

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = Var(1)

[State 420, 2]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(0) = [0, 3]
fv = 1
value = FVar(1) / 10

;-----------------------------
;エフェクト(幅)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [0, 3]
trigger1 = Time = 0
anim = 3420 + (Var(0) % 2)
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(1), FVar(1)

;エフェクト(伸縮)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [4, 11]
trigger1 = Time = 0
anim = 3424
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

;減少
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [4, 7]
trigger1 = Time > 0
fv = 0
value = -FVar(1)

;増加
[State 420, 2]
type = VarAdd
trigger1 = Var(0) = [8, 11]
trigger1 = Time > 0
fv = 0
value = FVar(1)

[State 420, 2]
type = ModifyExplod
trigger1 = Var(0) = [4, 11]
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;-----------------------------------------------------------------
;EXエフェクト2
[Statedef 3500]
type = A
physics = N
anim = 3509
ctrl = 0
sprpriority = 5

[State 420, 2]
type = VarSet
trigger1 = Time = 0
fv = 0
value = .8

[State 420, 2]
type = VarAdd
trigger1 = Time = [1, 12]
trigger2 = Time > 18
fv = 0
value = -.025

[State 420, 2]
type = VarAdd
trigger1 = Time = (12, 18]
fv = 0
value = .025

;エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3500
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
ownpal = 1
scale = FVar(0), FVar(0)

[State 420, 2]
type = ModifyExplod
trigger1 = Time > 0
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 0, 2]
type = DestroySelf
trigger1 = NumExplod = 0

;------------------------------------------------------------------
; 星1
[Statedef 5310]
type = A
movetype = I
physics = N
sprpriority = 4
anim = 5310

[State 0, 2]
type = SprPriority
trigger1 = 1
value = ifelse(sin(FVar(1)) > 0, 4, -1)

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;ラジアン(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 1
value = 0

;X座標(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 2
value = -26

;Y座標(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 3
value = -90

;ラジアン(増分)
[State 0, 2]
type = VarAdd
trigger1 = Time > 0
fv = 1
value = Pi / 70

;X座標(＋増分)
[State 0, 2]
type = VarSet
trigger1 = 1
fv = 2
value = FVar(2) + (sin(FVar(1)))

;Y座標(＋増分)
[State 0, 2]
type = VarSet
trigger1 = 1
fv = 3
value = FVar(3) + (cos(FVar(1)) / 3)

[State 0, 2]
type = BindToRoot
trigger1 = 1
pos = FVar(2), FVar(3)
ignorehitpause = 1

[State 0, 4]
type = DestroySelf
trigger1 = Root,Anim != 5300

;------------------------------------------------------------------
; 星2
[Statedef 5311]
type = A
movetype = I
physics = N
sprpriority = 4
anim = 5310

[State 0, 2]
type = SprPriority
trigger1 = 1
value = ifelse(sin(FVar(1)) > 0, 4, -1)

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;ラジアン(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 1
value = 47 * Pi / 70

;X座標(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 2
value = 7

;Y座標(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 3
value = -83

;ラジアン(増分)
[State 0, 2]
type = VarAdd
trigger1 = Time > 0
fv = 1
value = Pi / 70

;X座標(＋増分)
[State 0, 2]
type = VarSet
trigger1 = 1
fv = 2
value = FVar(2) + (sin(FVar(1)))

;Y座標(＋増分)
[State 0, 2]
type = VarSet
trigger1 = 1
fv = 3
value = FVar(3) + (cos(FVar(1)) / 3)

[State 0, 2]
type = BindToRoot
trigger1 = 1
pos = FVar(2), FVar(3)
ignorehitpause = 1

[State 0, 4]
type = DestroySelf
trigger1 = Root,Anim != 5300

;------------------------------------------------------------------
; 星3
[Statedef 5312]
type = A
movetype = I
physics = N
sprpriority = -1
anim = 5310

[State 0, 2]
type = SprPriority
trigger1 = 1
value = ifelse(sin(FVar(1)) > 0, 4, -1)

[State 600, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;ラジアン(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 1
value = 94 * Pi / 70

;X座標(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 2
value = 6

;Y座標(初期値)
[State 0, 2]
type = VarSet
trigger1 = Time = 0
fv = 3
value = -96

;ラジアン(増分)
[State 0, 2]
type = VarAdd
trigger1 = Time > 0
fv = 1
value = Pi / 70

;X座標(＋増分)
[State 0, 2]
type = VarSet
trigger1 = 1
fv = 2
value = FVar(2) + (sin(FVar(1)))

;Y座標(＋増分)
[State 0, 2]
type = VarSet
trigger1 = 1
fv = 3
value = FVar(3) + (cos(FVar(1)) / 3)

[State 0, 2]
type = BindToRoot
trigger1 = 1
pos = FVar(2), FVar(3)
ignorehitpause = 1

[State 0, 4]
type = DestroySelf
trigger1 = Root,Anim != 5300

;---------------------------------------------------------------------------
;シールド−立
[Statedef 7500]
type = S
movetype= I
physics = S
ctrl = 0
anim = 7500
sprpriority = 2

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 10, 5

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 15

;ヤッ
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random <= 800
value = 20,31
channel = 0

;残像
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1
name = "zanzou"
sprpriority = 4
pos = 0, 0
stateno = 7509
keyctrl = 0
ownpal = 1

;エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1, = 2
anim = 7550
id = 7550
pos = 40, -70
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
persistent = 0

;エフェクト(持続)
[State 420, 2]
type = Explod
triggerall = Var(51)%10 = 2
trigger1 = AnimElem = 1, = 2
anim = 7551
id = 7551
pos = 40, -70
bindtime = -1
removetime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
persistent = 0

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 1
trigger1 = Anim = 7500
trigger1 = Time < 5
reversal.attr = SA, AA, AP
pausetime = 0,5
sparkno = -1
hitsound = -1
p1stateno = 7501
numhits = 0

[State 200]
Type = HitOverRide
trigger1 = Var(51)%10 = 1
trigger1 = Anim = 7500
trigger1 = Time < 5
time = 1
attr = SA, AA, AP
stateno = 7501
ignorehitpause = 1

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7500
trigger1 = Time < 5
;trigger1 = AnimElem = 1
reversal.attr = SA, AA, AP
pausetime = 0,5
sparkno = -1
hitsound = -1
p1stateno = 7501
numhits = 0

[State 200]
Type = HitOverRide
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7500
trigger1 = Time < 5
time = 1
attr = SA, AA, AP
stateno = 7501
ignorehitpause = 1

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7500
trigger1 = Time >= 5
;trigger1 = Time = 5
reversal.attr = SA, AA, AP
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 7502
numhits = 0

[State 200]
Type = HitOverRide
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7500
trigger1 = Time >= 5
time = 1
attr = SA, AA, AP
stateno = 7502
ignorehitpause = 1

[State 200, 7]
type = ChangeAnim
triggerall = Var(51)%10 = 1
triggerall = Anim = 7500
trigger1 = Time >= 5
value = 7501

[State 200, 7]
type = PowerAdd
triggerall = Var(51)%10 = 2
triggerall = Var(40) = 0
trigger1 = Anim = 7500
trigger1 = Command ="/a"
trigger1 = Time >= 5
value = -10

[State 200, 7]
type = ChangeAnim
triggerall = Var(51)%10 = 2
triggerall = Anim = 7500
triggerall = Time >= 5
trigger1 = Command !="/a"
trigger2 = Power = 0
trigger3 = Command = "x"
trigger4 = Command = "y"
trigger5 = Command = "z"
trigger6 = Time > 96
trigger7 = Var(59) > 0
trigger7 = P2MoveType != A
value = 7501

[State 200, 7]
type = ChangeState
trigger1 = Anim = 7501
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;シールド成功(EX)
[Statedef 7501]
type = U
movetype= I
physics = U
anim = ifelse(StateType = S, 7502, ifelse(StateType = C, 7512, 7522))
ctrl = 0
sprpriority = 2

;ランダム音声
[State -2]
type = VarRandom
triggerall = Var(51)%10 = 1
trigger1 = Time = 0
v = 0
range = 6,7

[State -2]
type = VarRandom
triggerall = Var(51)%10 = 2
trigger1 = Time = 0
v = 0
range = 13,14

[State -2,a]
type = PowerAdd
trigger1 = Var(40) = 0
trigger1 = Time = 0
value = 200
persistent = 0

[State 200, PlaySnd]
Type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = Time = 0
value = 10,Var(0)

[State 200, PlaySnd]
Type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = Time = 0
value = 35,Var(0)

[State 200, Pause]
Type = Pause
trigger1 = Time = 0
time = 13
movetime = 0
endcmdbuftime = 3
ignorehitpause = 1
persistent = 1

[State 200, Helper]
Type = Helper
trigger1 = StateNo = 7501
trigger1 = Time = 0
ID = 7560
name = "Shield_Ex"
sprpriority = 4
;pos = 28, -65
postype = p1
stateno = 7560
helpertype = Normal
keyctrl = 0 
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 50, 2]
type = StopSnd
trigger1 = Time = 0
channel = 0

;ラストアーク
[State 200, 7]
type = ChangeState
trigger1 = Var(40) = 3
trigger1 = StateType = S
trigger1 = AnimElem = 1, = 1
value = 7900

;************************
;空中シールド用

[State 200, 1]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = StateType = A
phisics = N

;重力
[State 200, 1]
type = VelAdd
trigger1 = StateType = A
;trigger1 = AnimElemTime(2) >= 0
y = FVar(20)

[State 50, 2]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 7525
ctrl = 1
;************************

[State 200, 7]
type = ChangeState
trigger1 = StateType != A
trigger1 = AnimTime = 0
value = ifelse(StateType = S, 0, 11)
ctrl = 1

;---------------------------------------------------------------------------
;シールド−成功(ノーマル)
[Statedef 7502]
type = U
movetype= I
physics = U
anim = ifelse(StateType = S, 7502, ifelse(StateType = C, 7512, 7522))
ctrl = 0
sprpriority = 2

;ランダム音声
[State -2]
type = VarRandom
triggerall = Var(51)%10 = 1
trigger1 = Time = 0
v = 0
range = 6,7

[State -2]
type = VarRandom
triggerall = Var(51)%10 = 2
trigger1 = Time = 0
v = 0
range = 13,14

[State -2,a]
type = PowerAdd
trigger1 = Var(40) = 0
trigger1 = Time = 0
value = 200
persistent = 0

[State 200, PlaySnd]
Type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = Time = 0
value = 10,Var(0)

[State 200, PlaySnd]
Type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = Time = 0
value = 35,Var(0)

[State 200, Pause]
Type = Pause
trigger1 = Time = 0
time = 13
movetime = 0
endcmdbuftime = 3
ignorehitpause = 1
persistent = 1

[State 200, Helper]
Type = Helper
trigger1 = StateNo = 7502
trigger1 = Time = 0
ID = 7561
name = "Shield"
sprpriority = 4
;pos = 28, -65
postype = p1
stateno = 7561
helpertype = Normal
keyctrl = 0 
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 50, 2]
type = StopSnd
trigger1 = Time = 0
channel = 0

;************************
;空中シールド用

[State 200, 1]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = StateType = A
phisics = N

;重力
[State 200, 1]
type = VelAdd
trigger1 = StateType = A
;trigger1 = AnimElemTime(2) >= 0
y = FVar(20)

[State 50, 2]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 7525
ctrl = 1
;************************

[State 200, 7]
type = ChangeState
trigger1 = StateType != A
trigger1 = AnimTime = 0
value = ifelse(StateType = S, 0, 11)
ctrl = 1

;---------------------------------------------------------------------------
;残像
[Statedef 7509]
type = S
movetype= I
physics = S
ctrl = 0
anim = ifelse(Root,StateNo = 7500, 7509, ifelse(Root,StateNo = 7510, 7519, 7529))
sprpriority = 4

;ランダム音声
[State -2]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 32,33
ignorehitpause = 0

;浅はかね/楽しいわ
[State 200]
type = PlaySnd
trigger1 = Root,StateNo = 7501
trigger1 = Root,Var(40) != 3
value = 20,Var(0)
channel = 0
ignorehitpause = 0
persistent = 0

[State 3100, 4]
type = PalFX
trigger1 = AnimElem = 1
time = 7
add = 50, 50, 50
sinadd = -300, -300, -300, 28
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = DestroySelf
trigger1 = Time = 12

;---------------------------------------------------------------------------
;シールド−屈
[Statedef 7510]
type = C
movetype= I
physics = C
ctrl = 0
anim = 7510
sprpriority = 2

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 10, 5

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 15

;ヤッ
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random <= 800
value = 20,31
channel = 0

;残像
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1
name = "zanzou"
sprpriority = 4
pos = 0, 0
stateno = 7509
keyctrl = 0
ownpal = 1

;エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1, = 1
anim = 7550
id = 7550
pos = 37, -38
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
persistent = 0

;エフェクト(持続)
[State 420, 2]
type = Explod
triggerall = Var(51)%10 = 2
trigger1 = AnimElem = 1, = 1
anim = 7551
id = 7552
pos = 37, -38
bindtime = -1
removetime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
persistent = 0

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 1
trigger1 = Anim = 7510
trigger1 = Time < 5
;trigger1 = AnimElem = 1
reversal.attr = C, AA, AP
pausetime = 0,5
sparkno = -1
hitsound = -1
p1stateno = 7501
numhits = 0

[State 200]
type = HitOverRide
trigger1 = Var(51)%10 = 1
trigger1 = Anim = 7510
trigger1 = Time < 5
time = 1
attr = C, AA, AP
stateno = 7501
ignorehitpause = 1

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7510
trigger1 = Time < 5
;trigger1 = AnimElem = 1
reversal.attr = C, AA, AP
pausetime = 0,5
sparkno = -1
hitsound = -1
p1stateno = 7501
numhits = 0

[State 200]
type = HitOverRide
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7510
trigger1 = Time < 5
time = 1
attr = C, AA, AP
stateno = 7501
ignorehitpause = 1

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7510
trigger1 = Time >= 5
;trigger1 = Time = 5
reversal.attr = C, AA, AP
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 7502
numhits = 0

[State 200]
type = HitOverRide
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7510
trigger1 = Time >= 5
time = 1
attr = C, AA, AP
stateno = 7502
ignorehitpause = 1

[State 200, 7]
type = ChangeAnim
triggerall = Var(51)%10 = 1
triggerall = Anim = 7510
trigger1 = Time >= 5
value = 7511

[State 200, 7]
type = PowerAdd
triggerall = Var(51)%10 = 2
triggerall = Var(40) = 0
trigger1 = Anim = 7510
trigger1 = Command ="/a"
trigger1 = Time >= 5
value = -10

[State 200, 7]
type = ChangeAnim
triggerall = Var(51)%10 = 2
triggerall = Anim = 7510
triggerall = Time >= 5
trigger1 = Command !="/a"
trigger2 = Power = 0
trigger3 = Command = "x"
trigger4 = Command = "y"
trigger5 = Command = "z"
trigger6 = Time > 96
trigger7 = Var(59) > 0
trigger7 = P2MoveType != A
value = 7511

[State 200, 7]
type = ChangeState
trigger1 = Anim = 7511
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;シールド−空中
[Statedef 7520]
type = A
movetype= I
physics = N
ctrl = 0
anim = 7520
sprpriority = 2

[State 200]
type = VelSet
trigger1 = Time = 0
x = ifelse((PrevStateNo = 7100) || (PrevStateNo = 7300) , Vel X * 0.8, Vel X)

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 10, 5

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 15

;ヤッ
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random <= 800
value = 20,31
channel = 0

;重力
[State 200, 1]
type = VelAdd
trigger1 = 1
y = FVar(20)

;残像
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1
name = "zanzou"
sprpriority = 4
pos = 0, 0
stateno = 7509
keyctrl = 0
ownpal = 1

;エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1, = 2
anim = 7550
id = 7550
pos = 48, -60
bindtime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
persistent = 0

;エフェクト(持続)
[State 420, 2]
type = Explod
triggerall = Var(51)%10 = 2
trigger1 = AnimElem = 1, = 2
anim = 7551
id = 7553
pos = 48, -60
bindtime = -1
removetime = -1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
persistent = 0

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 1
trigger1 = Anim = 7520
trigger1 = Time < 5
;trigger1 = AnimElem = 1
reversal.attr = SCA, AA, AP
pausetime = 0,5
sparkno = -1
hitsound = -1
p1stateno = 7501
numhits = 0

[State 200]
type = HitOverRide
trigger1 = Var(51)%10 = 1
trigger1 = Anim = 7520
trigger1 = Time < 5
time = 1
attr = SCA, AA, AP
stateno = 7501
ignorehitpause = 1

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7520
trigger1 = Time < 5
;trigger1 = AnimElem = 1
reversal.attr = SCA, AA, AP
pausetime = 0,5
sparkno = -1
hitsound = -1
p1stateno = 7501
numhits = 0

[State 200]
type = HitOverRide
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7520
trigger1 = Time < 5
time = 1
attr = SCA, AA, AP
stateno = 7501
ignorehitpause = 1

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7520
trigger1 = Time >= 5
;trigger1 = Time = 5
reversal.attr = SCA, AA, AP
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 7502
numhits = 0

[State 200]
type = HitOverRide
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7520
trigger1 = Time >= 5
time = 1
attr = SCA, AA, AP
stateno = 7502
ignorehitpause = 1

[State 200, 7]
type = ChangeAnim
triggerall = Var(51)%10 = 1
triggerall = Anim = 7520
trigger1 = Time >= 10
value = 7521

[State 200, 7]
type = PowerAdd
triggerall = Var(51)%10 = 2
triggerall = Var(40) = 0
trigger1 = Anim = 7520
trigger1 = Command ="/a"
trigger1 = Time >= 5
value = -10

[State 200, 7]
type = ChangeAnim
triggerall = Var(51)%10 = 2
triggerall = Anim = 7520
triggerall = Time >= 10
trigger1 = Command !="/a"
trigger2 = Power = 0
trigger3 = Command = "x"
trigger4 = Command = "y"
trigger5 = Command = "z"
trigger6 = Time > 96
value = 7521

[State 50, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 7525
ctrl = 0

;---------------------------------------------------------------------------
; シールド失敗　着地
[Statedef 7525]
type    = S
physics = S
anim= 7525
velset = 0, 0
ctrl = 0

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

;着地エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

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

[State 52, 4]
type = CtrlSet
trigger1 = PrevStateNo = 7520  ;シールド失敗
trigger1 = AnimElem = 7
trigger2 = PrevStateNo = [7501, 7502]  ;シールド成功
trigger2 = Time = 0
value = 1

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

;---------------------------------------------------------------------------
; シールド成功(EX)　エフェクト
[Statedef 7560]
type	= U
movetype= I
physics	= N
velset	= 0, 0
anim = 7560
sprpriority = 6

[State 7560, ランダム変数]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0,359
ignorehitpause = 1
persistent = 0

[State 7560, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 7560, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = Var(0)

[State 7560, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7560, Trans];透過
type = Trans
trigger1 = 1
trans = Add

[State 7560, AssertSpecial];影の消去
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7560, BindtoRoot]
type = BindtoRoot
trigger1 = 1
time = 1
facing = 1
pos = 5+Floor(Var(0)/30), ifelse(Parent,StateType=C,-35,-75)+Floor(Var(0)/30)
ignorehitpause = 1

[State 7560, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; シールド成功(ノーマル)　エフェクト
[Statedef 7561]
type	= U
movetype= I
physics	= N
velset	= 0, 0
anim = 7561
sprpriority = 6

[State 7560, ランダム変数]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0,359
ignorehitpause = 1
persistent = 0

[State 7560, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 7560, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = Var(0)

[State 7560, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7560, Trans];透過
type = Trans
trigger1 = 1
trans = Add

[State 7560, AssertSpecial];影の消去
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7560, BindtoRoot]
type = BindtoRoot
trigger1 = 1
time = 1
facing = 1
pos = 5+Floor(Var(0)/30), ifelse(Parent,StateType=C,-35,-75)+Floor(Var(0)/30)
ignorehitpause = 1

[State 7560, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;シールドカウンター−立
[Statedef 7600]
type = S
movetype= I
physics = S
velset = 0, 0
ctrl = 0
anim = 7600
sprpriority = 2

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 2
physics = N

[State 200]
type = VelSet
trigger1 = AnimElem = 2
x = 1.2

;ええい、そっちからちょこまかと
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20, 22
channel = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 2
name = "fire"
sprpriority = 4
pos = 0, 0
stateno = 7601
keyctrl = 0
ownpal = 1

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 42

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1, = 1
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 1, 12

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 1, 12

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -79
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 1
name = "EX_2"
sprpriority = 5
pos = 10, -79
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1, = 1
anim = -1
time = 40
movetime = 40
sound = S10,4
poweradd = 0
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1, = 1
anim = -1
time = 40
movetime = 40
sound = S35,10
poweradd = 0
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 1, = 1
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

[State 3010, 3]
type = AfterImage
trigger1 = Var(40) = 0
trigger1 = AnimElem = 2
time = 2
timegap = 1
framegap = 7
palcontrast = 200,105,110
palbright = 0,0,0
paladd = 0,0,0
palmull = 1,1,1
trans = add1

[State 3000, 5]
type = AfterImageTime
trigger1 = Var(40) = 0
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 600, 1]
type = VarSet
trigger1 = Time = 0
v = 23
value = 0

[State 600, 1]
type = VarSet
trigger1 = Command != "a"
v = 23
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;炎
[Statedef 7601]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 7601
sprpriority = 4

[State 600, 1]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0, 0
facing = 1

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1

[State 600, 1]
type = HitDef
trigger1 = Time = [15, 140]
trigger1 = Time % 6 = 0
attr = S, SP
damage = Ceil(Parent,FVar(10)*(20-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*2*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, ifelse(P2MoveType != A, 3, 6)
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = -1.4, -4
airguard.velocity = -4, -.5
getpower = 0
givepower = 10, 7
yaccel = .4
kill = 1
guard.kill = 0
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
air.fall = ifelse(P2MoveType != A, 0, 1)
fall.recover = ifelse(P2MoveType != A, 1, 0)

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
;persistent = 0
ignorehitpause = 1

;ランダム炎
[State -2]
type = VarRandom
trigger1 = Time <= 100
trigger1 = Time  % 8 = 0
v = 0
range = 1081,1085

;炎
[State 420, 2]
type = Explod
zztrigger1 = Time <= 100
trigger1 = Time  % 8 = 0
anim = Var(0)
pos = 0, 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 7601

[State 420, 2]
type = RemoveExplod
trigger1 = Root,MoveType = H
id = 7601

;ヒット音
[State 1000, 3]
type = PlaySnd
trigger1 = HitCount = 0
trigger1 = MoveHit
value = 15,8
channel = 1
ignorehitpause = 1

[State 1000, 3]
type = PlaySnd
triggerall = HitCount >= 1
triggerall = MoveHit
trigger1 = Time < 140
trigger1 = Time % 6 = 0
value = 15, 8
channel = 1
ignorehitpause = 1

[State 600, 1]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Root,MoveType = H
trigger2 = Time = 140
value = 1099

;---------------------------------------------------------------------------
;シールドカウンター−屈
[Statedef 7610]
type = S
movetype= I
physics = S
velset = 0, 0
ctrl = 0
anim = 7610
sprpriority = 2

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 4
physics = N

[State 200]
type = VelSet
trigger1 = AnimElem = 4, = 41
x = 8

;こちらです
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20, 23
channel = 0

[State 100, 4]
type = ChangeAnim
trigger1 = Anim = 7610
trigger1 = AnimTime = 0
value = 7611

[State 100, 4]
type = VelAdd
trigger1 = anim = 7611
x = -.8

[State 100, 1]
type = CtrlSet
trigger1 = Command = "holdup"
trigger1 = Time >= 50
value = 1

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 7100, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 44

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 4
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 3, 14

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 3, 14

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = -15, -79
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 3
name = "EX_2"
sprpriority = 5
pos = -15, -79
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = Anim = 7610
trigger1 = AnimElem = 4
anim = -1
time = 40
movetime = 40
sound = S10,4
poweradd = 0
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = Anim = 7610
trigger1 = AnimElem = 4
anim = -1
time = 40
movetime = 40
sound = S35,10
poweradd = 0
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = Anim = 7610
trigger1 = AnimElem = 4
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

[State 600, 1]
type = VarSet
trigger1 = Time = 0
v = 23
value = 0

[State 600, 1]
type = VarSet
trigger1 = Command != "a"
v = 23
value = 1

[State 100, 4]
type = ChangeState
trigger1 = anim = 7611
trigger1 = AnimTime = 0
value = 7611

;---------------------------------------------------------------------------
;シールドカウンター−屈(停止)
[Statedef 7611]
type    = S
physics = N
anim = 7612
sprpriority = 1
velset = 0,0
ctrl = 0

[State 50, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,1

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

;---------------------------------------------------------------------------
;シールドカウンター−空中
[Statedef 7620]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 7620
sprpriority = 2

[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105

[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 1

;そこ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Var(0) = 0
value = 20, 4
channel = 0

;覚悟なさい
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Var(0) = 1
value = 20, 24
channel = 0

;風きり音
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 2

[State 420, 2]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
x = 0
y = 0

[State 200, 1]
type = VelAdd
trigger1 = AnimElem = 2
trigger2 = AnimElemTime(8) >= 0
y = FVar(20)

[State 811, nothit]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 41

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 0, 11

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 0, 11

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -60
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 0
name = "EX_2"
sprpriority = 5
pos = 10, -60
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
anim = -1
time = 40
movetime = 40
sound = S10,4
poweradd = 0
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
anim = -1
time = 40
movetime = 40
sound = S35,10
poweradd = 0
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 1
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

[State 600, 1]
type = HitDef
triggerall = Var(28) < 3
trigger1 = AnimElem = 8
attr = A, SA
damage = Ceil(FVar(10)*(80-Var(37)%2)*FVar(22)), 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Miss
pausetime = 8, ifelse(P2MoveType != A, 8, 12)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -18
hitsound = S15, 3
guardsound = S15, 20
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8
guard.hittime = 17
guard.slidetime = 17
guard.ctrltime = 17
air.velocity = 0, 7
airguard.velocity = -4, -.5
ground.cornerpush.veloff = -13
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(Var(40) = 0, 93, 0), ifelse(Var(40) = 0, 79, 0)
givepower = 71, 56
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
fall = 1
fall.recover = 0
yaccel = .4

[State 640, 7]
type = TargetState
trigger1 = MoveHit
value = 705
persistent = 0

;ヒット確認用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = P2StateType = A
id = 700
name = "hit"
sprpriority = -5
pos = 0, 0
stateno = 790
keyctrl = 0
ownpal = 1
persistent = 0

;着地
[State 640, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;シールドバンカー
[Statedef 7630]
type = S
movetype= A
physics = S
velset = 0, 0
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 7630, 7632)
sprpriority = 2
hitcountpersist = 1

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 29
range = 3100, 3105
ignorehitpause = 1

;エフェクト(光)
[State 420, 2]
type = Explod
trigger1 = Time = 2
anim = 7550
pos = 11, -58
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

;エフェクト(爪)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 7635
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

;ガードキャンセル表示
[State -2]
type = Explod
trigger1 = PrevStateNo = [150,153]
trigger1 = NumExplod(12010) = 0
trigger1 = TeamSide = 1
anim = 12010
id = 12010
scale = 0.5,0.5
pos = 0,141
postype = Left
bindtime = -1
removetime = -2
facing = 1
ownpal = 1
sprpriority = 4
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State -2]
type = Explod
trigger1 = PrevStateNo = [150,153]
trigger1 = NumExplod(12010) = 0
trigger1 = TeamSide = 2
anim = 12011
id = 12010
scale = 0.5,0.5
pos = 0,141
postype = Right
bindtime = -1
removetime = -2
facing = -1
ownpal = 1
sprpriority = 4
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;------------------------
[State -2,a]
type = PowerAdd
trigger1 = PrevStateNo = [150,153]
trigger1 = Time = 0
value = ifelse(Var(40) = 0, -500, 0)

;************************
[State -2, Cancel_1-1]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 7
trigger1 = Var(21) = [-9,-1]
trigger1 = Command = "9"
value = 40

[State -2, Cancel_1-2]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 7
trigger1 = Command = "b"
value = 105

[State -2, Cancel_1-3]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 7
trigger1 = Command = "holdfwd" || Command = "holdback"
trigger1 = Command = "c"
value = 800

[State -2, Cancel_1-4]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 7
trigger1 = Command = "c"
value = 7800

[State -2, Cancel_1-5]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 7
trigger1 = Command = "x"
value = 1100

[State -2, Cancel_1-6]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 7
trigger1 = Command = "y"
value = 1110

[State -2, Cancel_1-7]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 7
trigger1 = Command = "z"
value = ifelse(Var(40) > 0, 1120, ifelse(FVar(21) >= 1000, 1120, 1110))

[State -2, Cancel_2-1]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 6
trigger1 = Command = "b"
value = 100

[State -2, Cancel_2-2]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 6
trigger1 = Command = "c"
value = 800

[State -2, Cancel_3-1]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 5
trigger1 = Command = "x"
value = 1300

[State -2, Cancel_3-2]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 5
trigger1 = Command = "y"
value = 1310

[State -2, Cancel_3-3]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 5
trigger1 = Command = "z"
value = ifelse(Var(40) > 0, 1320, ifelse(FVar(21) >= 1000, 1320, 1310))

[State -2, Cancel_4-1]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 4
trigger1 = Command = "x"
value = IfElse(Var(51)%10 = 2, 1000, 1005)

[State -2, Cancel_4-2]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 4
trigger1 = Command = "y"
value = IfElse(Var(51)%10 = 2, 1010, 1015)

[State -2, Cancel_4-3]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 4
trigger1 = Command = "z"
value = ifelse(Var(40) > 0, 1020, ifelse(FVar(21) >= 1000, 1020, IfElse(Var(51)%10 = 2, 1010, 1015)))

[State -2, Cancel_5]
type = null;ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 3
trigger1 = Command = "z"
value = 1120

[State -2, Cancel_6-1]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 2
trigger1 = Command = "x"
value = 1200

[State -2, Cancel_6-2]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 2
trigger1 = Command = "y"
value = 1210

[State -2, Cancel_6-3]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(34) = 2
trigger1 = Command = "z"
value = ifelse(Var(40) > 0, 1220, ifelse(FVar(21) >= 1000, 1220, 1210))

[State -2, Cancel_7]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Time = 0
trigger1 = Var(40) > 0
trigger1 = Var(34) = 1
trigger1 = Command = "z"
value = 2000

[State -2, AI]
type = ChangeState
triggerall = Var(59) = [1,5]
triggerall = Var(51)%10 = 2
triggerall = NumHelper(25000) > 0
triggerall = Helper(25000),Var(28) = 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [150,153]
trigger1 = Var(40) = 0
trigger1 = FVar(21) >= 2000
trigger1 = FVar(26) >= Life + 100
trigger1 = ((Life*100)/LifeMax) <= 30
trigger1 = ((EnemyNear(Var(58)),Life*100)/EnemyNear(Var(58)),LifeMax) <= 60
trigger1 = P2BodyDist X = [-30,30]
trigger1 = Random < Var(59) * 100
value = 7800

[State -2, AI]
type = ChangeState
triggerall = Var(59) = [1,5]
triggerall = Var(51)%10 = 2
triggerall = NumHelper(25000) > 0
triggerall = Helper(25000),Var(28) = 1
trigger1 = Time = 0
trigger1 = Var(40) > 0
trigger1 = PrevStateNo = [150,153]
trigger1 = Random < Var(59) * 150
value = 2000

;************************

;ランダム音声
[State -2]
type = VarRandom
triggerall = Var(51)%10 = 1
trigger1 = Time = 0
v = 0
range = 6,7

[State -2]
type = VarRandom
triggerall = Var(51)%10 = 2
trigger1 = Time = 0
v = 0
range = 13,14

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
reversal.attr = SCA, AA, AP
pausetime = 15,17
sparkno = S3900
hitsound = S10,Var(0)
p1stateno = 7631
numhits = 0

[State 200]
type = ReversalDef
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
reversal.attr = SCA, AA, AP
pausetime = 15,19
sparkno = S3900
hitsound = S35,Var(0)
p1stateno = 7631
numhits = 0

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = C

;残像
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1
name = "zanzou"
sprpriority = 4
pos = 0, 0
stateno = 7639
keyctrl = 0
ownpal = 1

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 1
value = 10, 5

[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 1
value = 35, 15

[State 200]
type = StateTypeSet
trigger1 = AnimElem = 4
physics = N

[State 200]
type = VelSet
trigger1 = AnimElem = 4
x = 6

[State 200]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(13) < 0
x = -.2

[State 200]
type = VelSet
trigger1 = AnimElem = 13
x = 0

;ハッ
[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 20, 0
channel = 0

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

;特殊補正
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 1
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = C, SA
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = LA
hitflag = M
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -15
hitsound = S15, 2
guardsound = S15, 20
ground.type = Low
ground.slidetime = 16
ground.hittime = 16     ;10フレ不利
ground.velocity = 0, -2.3
guard.slidetime = 16
guard.ctrltime = 16     ;10フレ不利
air.velocity = 0, -2.3
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .4
getpower = ifelse(Var(40) = 0, 170, 0), ifelse(Var(40) = 0, 144, 0)
givepower = 65, 51
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = C, SA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = LA
hitflag = M
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -15
hitsound = S35, 2
guardsound = S35, 9
ground.type = Trip
ground.slidetime = 16
ground.hittime = 16     ;10フレ不利
ground.velocity = -0.5, -2.3
guard.slidetime = 16
guard.ctrltime = 16     ;10フレ不利
air.velocity = -0.5, -2.3
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .4
getpower = ifelse(Var(40) = 0, 100, 0), ifelse(Var(40) = 0, 85, 0)
givepower = 30, 15
fall = 1
fall.recover = 0

[State 200]
type = CtrlSet
triggerall = Var(51)%10 = 1
trigger1 = AnimElem = 19
value = 1

[State 200]
type = CtrlSet
triggerall = Var(51)%10 = 2
trigger1 = AnimElem = 16
value = 1

[State 200, 7]
type = Null;ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;シールドバンカー(成功)
[Statedef 7631]
type = C
movetype= A
physics = S
velset = 6, 0
ctrl = 0
anim = IfElse(Var(51)%10 = 2, 7631, 7633)
sprpriority = 2

;うっとうしい・・・
[State 200]
type = PlaySnd
trigger1 = Var(51)%10 = 2
trigger1 = Time = 1
trigger1 = Random <= 750
value = 20,59
channel = 0

;エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 1
anim = 7635
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

[State 200]
type = VelSet
trigger1 = AnimElem = 10
x = 0

;ヒット数加算
[State -1, HitCount]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 0

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = Time = 0
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 0

;特殊補正
[State -1]
Type = VarSet
Trigger1 = Var(51)%10 = 1
Trigger1 = MoveHit = 1
Trigger1 = FVar(11) > 0.70
FV = 11
Value = 0.70
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 2
attr = C, SA
damage = Ceil(FVar(10)*(100-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = LA
hitflag = M
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S15, 2
guardsound = S15, 20
ground.type = Low
ground.slidetime = 13
ground.hittime = 13     ;19フレ不利
ground.velocity = 0, -2.3
guard.slidetime = 13
guard.ctrltime = 13     ;19フレ不利
air.velocity = 0, -2.3
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .4
getpower = ifelse(Var(40) = 0, 170, 0), ifelse(Var(40) = 0, 144, 0)
givepower = 65, 51
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 2
attr = C, SA
damage = Ceil(FVar(10)*(50-Var(37)%2)*FVar(22)), 0
animtype = Medium
guardflag = LA
hitflag = M
priority = 3, Hit
pausetime = 10, ifelse(P2MoveType != A, 10, 15)
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -35
hitsound = S35, 2
guardsound = S35, 9
ground.type = Low
ground.slidetime = 13
ground.hittime = 13     ;19フレ不利
ground.velocity = -0.5, -2.3
guard.slidetime = 13
guard.ctrltime = 13     ;19フレ不利
air.velocity = -0.5, -2.3
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .4
getpower = ifelse(Var(40) = 0, 100, 0), ifelse(Var(40) = 0, 85, 0)
givepower = 30, 15
fall = 1
fall.recover = 0

[State 200]
type = CtrlSet
triggerall = Var(51)%10 = 1
trigger1 = AnimElem = 16
value = 1

[State 200]
type = CtrlSet
triggerall = Var(51)%10 = 2
trigger1 = AnimElem = 13
value = 1

[State 200, 7]
type = Null;ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;残像
[Statedef 7639]
type = S
movetype= I
physics = S
ctrl = 0
anim = 7639
sprpriority = 4

[State 3100, 4]
type = PosAdd
trigger1 = 1
x = 1
y = -1

[State 3100, 4]
type = PalFX
trigger1 = AnimElem = 1
time = 7
add = 50, 50, 50
sinadd = -300, -300, -300, 28
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;受身
[Statedef 7700]
type = A
movetype= I
physics = N
ctrl = 0
anim = 7700
sprpriority = 0

[State 7100, 3]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 7100, 3]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 26, 29

[State 7100, 3]
type = PlaySnd
trigger1 = Time = 0
value = 20,Var(0)

[State 7100, 3]
type = PlaySnd
trigger1 = Time = 0
value = 10,9

[State 7100, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 200, 1]
type = VelSet
trigger1 = Time = 0
x = ifelse((Var(27) = [1, 14]), -.5, ifelse((Var(27) = [1001, 1014]), 5, -3.5))
y = ifelse((Var(27) = [1, 14]), -4.9, -6.1)

[State 200, 1]
type = VarSet
trigger1 = Time = 0
v = 27
value = 0

;重力
[State 200, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 50, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 7701
ctrl = 0

;---------------------------------------------------------------------------
;受身
[Statedef 7701]
type = S
movetype= I
physics = S
velset = 0, 0
ctrl = 0
anim = 7701
sprpriority = 0

[State 50, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 50, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 50, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;開放
[Statedef 7800]
type = S
movetype= A
physics = S
velset = 0, 0
ctrl = 0
anim = 7800
sprpriority = 0

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
v = 29
range = 3100, 3105
ignorehitpause = 1

[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 1

;後悔なさい
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Var(0) = 0
value = 20, 19
channel = 0

;調子に乗って
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Var(0) = 1
value = 20, 25
channel = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 8

[State 200, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23

[State 3100, 4]
type = PalFX
trigger1 = AnimElem = 4
time = 30
add = 256, 256, 256
sinadd = -256, -256, -256, 120
ignorehitpause = 1

;エフェクト
[State 420, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 7890
pos = 17, -88
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1

;エフェクト(煙)
[State 420, 2]
type = Explod
trigger1 = AnimElem = 4
anim = 7895
pos = 15, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -3
ownpal = 1

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 1
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = S, HA
damage = Ceil(10*FVar(22)), 0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -70
hitsound = S15, 2
guardsound = S15, 20
ground.type = High
ground.slidetime = 18
ground.hittime = 20     ;15フレ不利
ground.velocity = -10, 0
guard.velocity = -9
guard.slidetime = 18
guard.ctrltime = 20     ;15フレ不利
air.velocity = -10, 0
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
id = 7800
p2stateno = 225
p2facing = 1
fall = 1
fall.recover = 0
getpower = 0, 0
kill = 0

[State 200, 1]
type = HitDef
triggerall = Var(51)%10 = 2
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = S, HA
damage = Ceil(10*FVar(22)), 0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -70
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 18
ground.hittime = 20     ;15フレ不利
ground.velocity = -10, 0
guard.velocity = -9
guard.slidetime = 18
guard.ctrltime = 20     ;15フレ不利
air.velocity = -10, 0
airguard.velocity = -4, -.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
id = 7800
p2stateno = 225
p2facing = 1
fall = 1
fall.recover = 0
getpower = 0, 0
kill = 0

;ゲージ減少用フラグ
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 11900
id = 11900
pos = 0, 0
removetime = 50
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -4
ownpal = 1

;HEAT状態
[State -2,a]
type = VarSet
trigger1 = AnimElem = 5
v = 40
value = ifelse(Var(40) = 1, 3, 2)
ignorehitpause = 1

[State 50, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;赤手・焔華
[Statedef 7900]
type = S
movetype= I
physics = S
velset = 0, 0
ctrl = 0
anim = 7900
sprpriority = 2

[State 200]
type = NotHitBy
trigger1 = AnimElem = 1
time = 70
value = SCA

;クッ、しつけが必要なようね
[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20, 34
channel = 0

;炎
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 1
name = "fire"
sprpriority = 4
postype = p2
pos = 20, 0
facing = -1
stateno = 7901
id = 7900
keyctrl = 0
ownpal = 1

;カットイン
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 3
id = 10000
name = "fire"
sprpriority = -3
pos = -234, 0
bindtime = -1
postype = back
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 41
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 42
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 43
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 44
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 46
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 47
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 49
range = 2, 13

[State 1000, 3]
type = VarRandom
trigger1 = Time = 0
v = 50
range = 2, 13

;EXエフェクト_0
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_90
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3360
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3360
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-15
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-30
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-45
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-60
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_-75
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_270
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3420
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3420
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_180
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3300
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3300
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_195
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(46)
id = 3310
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3310
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_210
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(47)
id = 3320
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3320
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_225
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(48)
id = 3330
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3330
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_240
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(49)
id = 3340
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3340
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_255
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(50)
id = 3350
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3350
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_165
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(42)
id = 3370
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3370
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_150
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(43)
id = 3380
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3380
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_135
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(44)
id = 3390
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3390
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_120
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(45)
id = 3400
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3400
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト_105
[State 1000, 3]
type = Helper
trigger1 = Random <= 800
trigger1 = Time = Var(41)
id = 3410
name = "EX"
sprpriority = 5
pos = 10, -124
stateno = 3410
keyctrl = 0
ownpal = 1
persistent = 0
facing = -1
supermovetime = 99999
pausemovetime = 99999

;EXエフェクト2
[State 1000, 3]
type = Helper
trigger1 = Time = 2
name = "EX_2"
sprpriority = 5
pos = 10, -124
stateno = 3500
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 1
trigger1 = AnimElem = 3
anim = -1
time = 29
movetime = 29
sound = S10,4
;poweradd = -3000
unhittable = 0
darken = 0
p2defmul = 1

[State 3100, 1]
type = SuperPause
trigger1 = Var(51)%10 = 2
trigger1 = AnimElem = 3
anim = -1
time = 29
movetime = 29
sound = S35,10
poweradd = -3000;PowerMax
unhittable = 0
darken = 0
p2defmul = 1

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 3
time = 40
add = 0, 0, 0
sinadd = -220, -220, -220, 80
ignorehitpause = 1
persistent = 0

;背景
[State 1000, 3]
type = Helper
trigger1 = AnimElem = 4
id = 7995
name = "haikei"
sprpriority = -5
pos = 0, -240
;pos = 0, floor(239 - ScreenPos Y) - 240
bindtime = -1
postype = back
stateno = 7995
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;炎
[Statedef 7901]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 0
anim = 7901
sprpriority = 4

;カウンターヒット
[State -2]
type = ParentVarSet
trigger1 = Root,Var(1) = 0
trigger1 = P2MoveType = A
trigger1 = MoveType = A
v = 1
value = 1
ignorehitpause = 1

;ヒット数加算
[State -1, HitCount]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
V = 37
Value = 1
IgnoreHitPause = 1
Persistent = 1

;クリティカル計算
[State -1, Critical]
Type = VarRandom
Trigger1 = MoveHit = 1
V = 38
Range = 0,31
IgnoreHitPause = 1
Persistent = 1

[State -1, Critical2]
Type = ParentVarSet
Trigger1 = Time >= 0
V = 38
Value = Var(38)
IgnoreHitPause = 1
Persistent = 1

;背景赤点滅
[State -1]
Type = BGPalFx
Trigger1 = Var(38) = 31
Trigger1 = MoveHit = 1
Time = 1
Add = 256,-120,-120
InvertAll = 0
IgnoreHitPause = 1
Persistent = 0

;特殊補正
[State -1]
Type = ParentVarSet
Trigger1 = Root,Var(51)%10 = 1
Trigger1 = MoveHit = 1
Trigger1 = Parent,FVar(11) > 0.80
FV = 11
Value = 0.80
IgnoreHitPause = 1

[State 600, 1]
type = HitDef
trigger1 = Root,Var(51)%10 = 1
trigger1 = Time = [15,87]
trigger1 = Time % 3 = 0
attr = A, HP
damage = Ceil(Parent,FVar(10)*(35-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
;hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = 0
airguard.velocity = -4, -.5
getpower = 0
givepower = 10, 7
yaccel = .4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
air.fall = 0
fall.recover = 0

[State 600, 1]
type = HitDef
trigger1 = Root,Var(51)%10 = 1
trigger1 = Time = 88
trigger1 = Time % 2 = 0
attr = A, HP
damage = Ceil(Parent,FVar(10)*(35-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
;hitsound = S15, 8
guardsound = S15, 20
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = 0
airguard.velocity = -4, -.5
getpower = 0
givepower = 10, 7
yaccel = .4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
fall = 0
fall.recover = 0


[State 600, 1]
type = HitDef
trigger1 = Root,Var(51)%10 = 2
trigger1 = Time = [17,87]
trigger1 = Time % 2 = 1
attr = A, HP
damage = Ceil(Parent,FVar(10)*(27-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
;hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = 0, -4
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 0, 0	;22, 11 サーキットブレイク未再現
yaccel = .4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
air.fall = 1
fall.recover = 0

[State 600, 1]
type = HitDef
trigger1 = Root,Var(51)%10 = 2
trigger1 = Time = 88
trigger1 = Time % 2 = 0
attr = A, HP
damage = Ceil(Parent,FVar(10)*(30-Parent,Var(37)%2)*Parent,FVar(22)), Ceil(Parent,FVar(11)*3*Parent,FVar(22))
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = S3150
sparkxy = -20, -38
hitsound = -1
;hitsound = S35, 7
guardsound = S35, 9
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0, -8
guard.hittime = 21
guard.slidetime = 21
guard.ctrltime = 21
air.velocity = 0, -8
airguard.velocity = -4, -.5
getpower = 0, 0
givepower = 0, 0	;22, 11 サーキットブレイク未再現
yaccel = .4
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
palfx.add = 250, 0, 0
palfx.mul = 120, 120, 120
palfx.time = 40
fall = 1
fall.recover = 0

;エフェクト炎用ヘルパー
[State 1000, 3]
type = Helper
trigger1 = MoveHit
trigger1 = NumHelper(3200) = 0
id = 3200
name = "fire"
sprpriority = -5
pos = 0, 0
postype = p2
stateno = 3200
keyctrl = 0
ownpal = 1
;persistent = 0
ignorehitpause = 1

;ランダム炎横
[State -2]
type = VarRandom
trigger1 = Time = [0,55]
trigger1 = Time  % 4 = 0
v = 0
range = 7910,7919
ignorehitpause = 0

;ランダム炎縦
[State -2]
type = VarRandom
trigger1 = Time = [1,55]
trigger1 = Time  % 4 = 0
v = 23
range = 7920,7923
ignorehitpause = 0

;ランダム炎横（y座標)
[State -2]
type = VarRandom
trigger1 = Time <= 55
trigger1 = Time  % 4 = 0
v = 29
range = 40,-20
ignorehitpause = 0

;ランダム炎縦（x座標)
[State -2]
type = VarRandom
trigger1 = Var(23) = [7920,7921]
trigger1 = Time <= 55
trigger1 = Time  % 4 = 0
v = 30
range = 0,20
ignorehitpause = 0

;ランダム炎縦（x座標)
[State -2]
type = VarRandom
trigger1 = Var(23) = [7922,7923]
trigger1 = Time <= 55
trigger1 = Time  % 4 = 0
v = 30
range = 60,80
ignorehitpause = 0

;炎横
[State 420, 2]
type = Explod
trigger1 = Var(0) = [7910,7914]
trigger1 = Time = [12,55]
trigger1 = Time % 4 = 0
anim = Var(0)
pos = -50, Var(29)
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 7901
ignorehitpause = 0

;炎横(反転)
[State 420, 2]
type = Explod
trigger1 = Var(0) = [7915,7919]
trigger1 = Time = [12,55]
trigger1 = Time % 4 = 0
anim = Var(0)
pos = 80, Var(29)
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 7901
ignorehitpause = 0

;炎縦
[State 420, 2]
type = Explod
trigger1 = Var(23) = [7920,7921]
trigger1 = Time = [12,55]
trigger1 = Time % 4 = 0
anim = Var(23)
pos = Var(30),-50
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 7901
ignorehitpause = 0

;炎縦(反転)
[State 420, 2]
type = Explod
trigger1 = Var(23) = [7922,7923]
trigger1 = Time = [12,55]
trigger1 = Time % 4 = 0
anim = Var(23)
pos = Var(30),-50
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 4
ownpal = 1
id = 7901
ignorehitpause = 0

;ヒット音(ReACT)
[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 1
triggerall = HitCount = 0
triggerall = MoveHit
trigger1 = Time = [17,87]
value = 15, 8
channel = 1
ignorehitpause = 1

[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 1
triggerall = HitCount >= 1
triggerall = MoveHit
trigger1 = Time = [17,87]
trigger1 = Time % 6 = 0
value = 15, 8
channel = 1
ignorehitpause = 1

;ヒット音(ActCadenza)
[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 2
triggerall = HitCount = 0
triggerall = MoveHit
trigger1 = Time = [17,87]
value = 35, 7
channel = 1
ignorehitpause = 1

[State 1000, 3]
type = PlaySnd
triggerall = Root,Var(51)%10 = 2
triggerall = HitCount >= 1
triggerall = MoveHit
trigger1 = Time = [17,87]
trigger1 = Time % 6 = 0
value = 35, 7
channel = 1
ignorehitpause = 1

[State 600, 1]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Time = 90
value = 1099

;---------------------------------------------------------------------------
;背景
[Statedef 7995]
type = S
movetype= I
physics = N
anim = 7929
sprpriority = -5
velset = 0,0

[State 7995, 1]
type = BGPalFX
trigger1 = Time = 0
time = 20
add = -80, -80, -80
sinadd = -176, -176, -176, 80
ignorehitpause = 1
persistent = 0

[State 7995, 2]
type = BGPalFX
trigger1 = Time = [20,79]
time = 1
add = -256, -256, -256
ignorehitpause = 1

[State 7995, 3]
type = BGPalFX
trigger1 = Time = 80
time = 20
add = -256, -256, -256
sinadd = 176, 176, 176, 80
ignorehitpause = 1
persistent = 0

[State 7995, 4]
type = Explod
trigger1 = Time = 1
trigger1 = Facing = -1
anim = 7925
id = 7925
pos = 0,0
postype = back
bindtime = -1
removetime = 100
sprpriority = -3
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 7995, 5]
type = Explod
trigger1 = Time = 1
trigger1 = Facing = 1
anim = 7926
id = 7925
pos = 0,0
postype = back
bindtime = -1
removetime = 100
sprpriority = -3
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 7995, 6]
type = DestroySelf
trigger1 = Time > 1
trigger1 = NumExplod = 0

;---------------------------------------------------------------------------
;避け
[Statedef 8000]
type = S
movetype= I
physics = S
anim = 8000
ctrl = 0
sprpriority = 0

;フッ
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20, 3
channel = 0

;打撃に対して無敵
[State 200, 1]
type = NotHitBy
trigger1 = Time = 0
time = 23
value = SCA, AA, AP

[State 40, 0]
type = HitBy
trigger1 = Time = 1
time = 22
value = SCA, AT

;[State 420, 2]
;type = PalFX
;trigger1 = time = 2
;time = 12
;add = 120, 120, 120
;sinadd = -120, -120, -120, 48

[State 420, 2]
type = PalFX
trigger1 = time = 2
time = 20
add = 200, 200, 200
sinadd = -200, -200, -200, 80

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

;---------------------------------------------------------------------------
;サーキットスパーク
[Statedef 8100]
type = S
movetype= A
physics = S
velset = 0, 0
ctrl = 0
anim = 8100
sprpriority = 0

;ヒットエフェクト
[State 200, 1]
type = VarRandom
trigger1 = Time = 0
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
v = 29
range = 3100, 3105
ignorehitpause = 1

[State 200, 1]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0, 1

;後悔なさい
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Var(0) = 0
value = 20, 19
channel = 0

;調子に乗って
[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Var(0) = 1
value = 20, 25
channel = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 8

[State 200, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23

[State 3100, 4]
type = PalFX
trigger1 = AnimElem = 4
time = 30
add = 256, 256, 256
sinadd = -256, -256, -256, 120
ignorehitpause = 1

;エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 6
anim = 8110
id = 8110
pos = 10, 0
postype = P1
ownpal = 1
sprpriority = 5
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 200, 1]
type = HitDef
triggerall = Var(28) < 3
trigger1 = AnimElem = 5
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = -1
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S(Var(29))
guard.sparkno = S3150
sparkxy = -20, -70
hitsound = S35, 2
guardsound = S35, 9
ground.type = High
ground.slidetime = 18
ground.hittime = 20
ground.velocity = -2.5, -9.8
guard.velocity = -9
guard.slidetime = 18
guard.ctrltime = 20
air.velocity = -4, -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .5
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
p2facing = 1
fall = 1
fall.recover = 0
getpower = 0, 0
kill = 0

;画面暗転
[State 3100, 4]
type = BGPalFX
trigger1 = AnimElem = 1
time = 15
add = 0, 0, 0
sinadd = -110, -110, -90, 30
ignorehitpause = 1
persistent = 0

;画面暗転
[State 3100, 4]
type = PowerSet
trigger1 = AnimElem = 1
value = 0

;HEAT状態終了
[State -2,a]
type = VarSet
trigger1 = Time = 0
v = 40
value = 0
ignorehitpause = 1

[State 3000, 5]
type = RemoveExplod
trigger1 = NumExplod(8000) = 1
id = 8000
ignorehitpause = 1

[State 50, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中受身
[Statedef 8200]
type = A
movetype= I
physics = N
anim = 8200
velset = 0, 0
ctrl = 0
sprpriority = 0

[State 7100, 3]
type = NotHitBy
trigger1 = Time = 0
time = 19
value = SCA

[State 7100, 3]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 26, 29

[State 7100, 3]
type = PlaySnd
trigger1 = Time = 0
value = 20,Var(0)

[State 420, 2]
type = PalFX
trigger1 = Time <= 18
trigger1 = Time % 2 = 0
time = 1
add = 256, 256, 256

[State 200, 1]
type = VelSet
trigger1 = Time = 0
x = ifelse(Command = "holdfwd", 3, ifelse(Command = "holdback", -3, -1))
y = ifelse(Command = "holdfwd", -7, ifelse(Command = "holdback", -7, -4))

[State 200, 1]
type = VelSet
triggerall = Var(59) > 0
trigger1 = Time = 0
x = ifelse(BackEdgeBodyDist <= 20, 3, ifelse(BackEdgeBodyDist >= 60, -3, -1))
y = ifelse(BackEdgeBodyDist <= 20, -7, ifelse(BackEdgeBodyDist >= 60, -7, -4))

[State 200, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 7100, 3]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5071, 3]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 8205

;---------------------------------------------------------------------------
;空中受身(着地)
[Statedef 8205]
type = S
movetype= I
physics = S
anim = 49
velset = 0, 0
ctrl = 1
sprpriority = 0

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

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

;着地エフェクト
[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = 3600
pos = 0, 0
persistent = 0
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -4
ownpal = 1

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

;---------------------------------------------------------------------------
;カットイン
[Statedef 10000]
type = S
movetype= I
physics = N
anim = 10000
sprpriority = -3
velset = 14,0

[State 420, 2]
type = VelAdd
trigger1 = Time = [10, 24]
x = -1

[State 420, 2]
type = VelSet
trigger1 = Time = 24
x = 0

[State 420, 2]
type = VelSet
trigger1 = Time = 30
x = 2
y = 4

[State 420, 2]
type = VarSet
trigger1 = Time = 0
fv = 0
value = 1

[State 420, 2]
type = VarAdd
trigger1 = Time = [30, 40]
fv = 0
value = .04

[State 420, 2]
type = Explod
trigger1 = Time = 0
anim = ifelse((Root,StateNo != 2000), 10001, 10003)
pos = 0, 20
bindtime = -1
removetime = 30
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -3
id = 10001
persistent = 0

[State 420, 2]
type = Explod
trigger1 = Time = 30
anim = ifelse((Root,StateNo != 2000), 10002, 10004)
pos = 0, 20
bindtime = -1
removetime = 10
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -3
id = 10002
persistent = 0

[State 420, 2]
type = ModifyExplod
trigger1 = Time >= 30
id = 10002
scale = FVar(0), FVar(0)
supermovetime = 99999
pausemovetime = 99999

[State 420, 2]
type = PalFX
trigger1 = time = 30
time = 10
sinadd = -256, -256, -256, 40

[State 0, 4]
type = DestroySelf
trigger1 = NumExplod = 0

;------------------------------------------------------------------
;パワーゲージ
[Statedef 11000]
type = S
movetype= I
physics = N
anim = 11000
sprpriority = -4
velset = 0,0

[State -2]
Type = ParentVarSet
Trigger1 = Parent,Var(56) != 0
V = 56
Value = 0

[State 3100, 4]
type = PalFX
trigger1 = Time % 30 = 0
time = 30
add = 0, 0, 0
sinadd = -50, -50, -50, 60
ignorehitpause = 1

;------------------------------------------------------------------------
; 右向き時

; 枠を表示
[State -2, Explod]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(11001) = 0
anim = ifelse(Root,Var(51)%10 = 1, 11001, 11101)
scale = 0.5,0.5
bindtime = -1
pos = 0,218
postype = back
sprpriority = 5
ownpal = 1
id = 11001
supermovetime = 999999
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

; 枠の背景を表示
[State -2, Explod]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(11050) = 0
anim = ifelse(Root,Var(51)%10 = 1, 11050, 11150)
scale = 0.5,0.5
bindtime = -1
pos = 0,218
postype = back
sprpriority = 0
ownpal = 1
id = 11050
supermovetime = 999999
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

; スタイル表示
[State -2, Explod]
type = Null;Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(11060) = 0
anim = ifelse(Root,Var(51)%10 = 1, 11060, 11160)
scale = 0.25,0.25
bindtime = -1
pos = 2,204 + (Root,Var(51)%10 = 1) * 6
postype = back
sprpriority = 6
ownpal = 1
id = 11060
supermovetime = 999999
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

; Lv1を表示(ReACT)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = NumExplod(11002) = 0
trigger1 = Root,FVar(21) = [0, 999]
anim = 11002
id = 11002
bindtime = -1
pos = 12,226
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv1を表示(ActCadenza)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = NumExplod(11002) = 0
trigger1 = Root,FVar(21) = [0, 999]
anim = 11102
id = 11002
bindtime = -1
pos = 3,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ReACT)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(11003) = 0
trigger1 = Root,FVar(21) = [1000, 1999]
anim = 11003
id = 11003
bindtime = -1
pos = 44,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ActCadenza)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(11003) = 0
trigger1 = Root,FVar(21) = [1000, 1999]
anim = 11103
id = 11003
bindtime = -1
pos = 30,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ReACT)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(11004) = 0
trigger1 = Root,FVar(21) >= 2000
anim = 11004
id = 11004
bindtime = -1
pos = 76,224
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ActCadenza)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(11004) = 0
trigger1 = Root,FVar(21) >= 2000
anim = 11104
id = 11004
bindtime = -1
pos = 56,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2(補完)を表示(ReACT)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = NumExplod(11005) = 0
trigger1 = Root,FVar(21) = [1000, 1999]
anim = 11005
id = 11005
bindtime = -1
pos = 12,226
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2(補完)を表示(ActCadenza)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = NumExplod(11005) = 0
trigger1 = Root,FVar(21) = [1000, 1999]
anim = 11103
id = 11005
bindtime = -1
pos = 3,225
postype = back
sprpriority = 4
ownpal = 0
scale = ifelse(Root,TeamSide = 1, 0.505, 0.52),0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3(補完)を表示(ReACT)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = NumExplod(11006) = 0
trigger1 = Root,FVar(21) >= 2000
anim = 11006
id = 11006
bindtime = -1
pos = 12,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3(補完)を表示(ActCadenza)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = NumExplod(11006) = 0
trigger1 = Root,FVar(21) >= 2000
anim = 11106
id = 11006
bindtime = -1
pos = 3,225
postype = back
sprpriority = 4
ownpal = 0
scale = ifelse(Root,TeamSide = 1, 0.5, 0.505),0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;------------------------------------------------------------------------
; 左向き時

; 枠を表示
[State -2, Explod]
type = Explod
trigger1 = Root,TeamSide = 2
trigger1 = NumExplod(11001) = 0
anim = ifelse(Root,Var(51)%10 = 1, 11001, 11101)
scale = 0.5,0.5
bindtime = -1
pos = 0,218
postype = back
sprpriority = 5
ownpal = 1
id = 11001
supermovetime = 999999
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

; 枠の背景を表示
[State -2, Explod]
type = Explod
trigger1 = Root,TeamSide = 2
trigger1 = NumExplod(11050) = 0
anim = ifelse(Root,Var(51)%10 = 1, 11050, 11150)
scale = 0.5,0.5
bindtime = -1
pos = 0,218
postype = back
sprpriority = 0
ownpal = 1
id = 11050
supermovetime = 999999
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

; スタイル表示
[State -2, Explod]
type = Null;Explod
trigger1 = Root,TeamSide = 2
trigger1 = NumExplod(11060) = 0
anim = ifelse(Root,Var(51)%10 = 1, 11061, 11161)
scale = 0.25,0.25
bindtime = -1
pos = 2,204 + (Root,Var(51)%10 = 1) * 6
postype = back
sprpriority = 6
ownpal = 1
id = 11060
supermovetime = 999999
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

; Lv2を表示(ReACT)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = Root,TeamSide = 2
trigger1 = NumExplod(11003) = 0
anim = 11003
id = 11003
bindtime = -1
pos = 43,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ActCadenza)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = Root,TeamSide = 2
trigger1 = NumExplod(11003) = 0
anim = 11103
id = 11003
bindtime = -1
pos = 30,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ReACT)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 1
trigger1 = Root,TeamSide = 2
trigger1 = NumExplod(11004) = 0
anim = 11004
id = 11004
bindtime = -1
pos = 75,224
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ActCadenza)
[State -2, Explod]
type = Explod
trigger1 = Root,Var(51)%10 = 2
trigger1 = Root,TeamSide = 2
trigger1 = NumExplod(11004) = 0
anim = 11104
id = 11004
bindtime = -1
pos = 56,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;HEATへ
[State -2, Explod]
type = ChangeState
trigger1 = Root,Var(40) = [1,2]
value = 11010
ignorehitpause = 1

;------------------------------------------------------------------
; ゲージ消去・増加

; Lv1を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11002) = 1
trigger1 = Root,FVar(21) >= 1000
trigger2 = Root,FVar(21) = 0
trigger3 = Root,Var(40) = [1,2]
id = 11002
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11003) = 1
trigger1 = Root,FVar(21) != [1000,1999]
trigger2 = Root,Var(40) = [1,2]
id = 11003
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11004) = 1
trigger1 = Root,FVar(21) < 2000
trigger2 = Root,Var(40) = [1,2]
id = 11004
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2(補完)を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11005) = 1
trigger1 = Root,FVar(21) != [1000,1999]
trigger2 = Root,Var(40) = [1,2]
id = 11005
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3(補完)を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11006) = 1
trigger1 = Root,FVar(21) < 2000
trigger2 = Root,Var(40) = [1,2]
id = 11006
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; HEAT Lv1を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11010) = 1
id = 11010
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; HEAT Lv2を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11011) = 1
id = 11011
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; HEAT Lv3を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11012) = 1
id = 11012
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; BLOODHEAT Lv1を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11020) = 1
id = 11020
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; BLOODHEAT Lv2を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11021) = 1
id = 11021
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; BLOODHEAT Lv3を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11022) = 1
id = 11022
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv1の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11002
trigger1 = NumExplod(11002) = 1
trigger1 = Root,FVar(21) = [0,999]
scale = Root,FVar(21) * 0.0005, 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11003
trigger1 = NumExplod(11003) = 1
trigger1 = Root,FVar(21) = [1000,1999]
scale = (Root,FVar(21) - 1000) * 0.0005, 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11004
trigger1 = NumExplod(11004) = 1
trigger1 = Root,FVar(21) >= 2000
scale = IfElse(Root,FVar(21) > 3000, 0.5, (Root,FVar(21) - 2000) * 0.0005), 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;------------------------------------------------------------------
;パワーゲージ(HEAT)
[Statedef 11010]
type = S
movetype= I
physics = N
anim = 11000
sprpriority = -4
velset = 0,0

; Lv1を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11002) = 1
id = 11002
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11003) = 1
id = 11003
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2(補完)を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11005) = 1
id = 11005
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11004) = 1
id = 11004
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3(補完)を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11006) = 1
id = 11006
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 3100, 4]
type = PalFX
trigger1 = Time % 30 = 0
time = 30
add = 0, 0, 0
sinadd = -50, -50, -50, 60
ignorehitpause = 1

;HEAT/MAX文字
[State 1000, 3]
type = Helper
trigger1 = Time = 0
name = "HEAT"
sprpriority = 5
pos = 0, 0
stateno = 11011
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

;Lv3を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11012) = 1
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) <= 2000
id = 11012
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;Lv2を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11011) = 1
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) <= 1000
id = 11011
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;Lv1を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11010) = 1
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) = 0
id = 11010
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;*****************************************************************
;右向き

; Lv1を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11010) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) != 0
anim = 11010
bindtime = -1
pos = 12,226
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11010
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv1を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11010) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) != 0
anim = ifelse(Root,Var(40) = 1, 11130, 11110)
bindtime = -1
pos = 3,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11010
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11011) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 1000
anim = 11011
bindtime = -1
pos = 44,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11011
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11011) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 1000
anim = ifelse(Root,Var(40) = 1, 11130, 11110)
bindtime = -1
pos = 29,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11011
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11012) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 2000
anim = 11012
bindtime = -1
pos = 76,224
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11012
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11012) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 2000
anim = ifelse(Root,Var(40) = 1, 11131, 11111)
bindtime = -1
pos = 55,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11012
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;*******************************************************************
; 左向き時

; Lv1を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11010) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) != 0
anim = 11015
bindtime = -1
pos = 12,226
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11010
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv1を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11010) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) != 0
anim = ifelse(Root,Var(40) = 1, 11130, 11110)
bindtime = -1
pos = 3,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11010
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11011) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 1000
anim = 11016
bindtime = -1
pos = 44,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11011
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11011) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 1000
anim = ifelse(Root,Var(40) = 1, 11130, 11110)
bindtime = -1
pos = 29,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11011
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11012) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 2000
anim = 11017
bindtime = -1
pos = 76,224
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11012
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11012) = 0
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 2000
anim = ifelse(Root,Var(40) = 1, 11132, 11112)
bindtime = -1
pos = 55,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11012
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

************************************************************
; Lv3の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11012
triggerall = NumExplod(11012) = 1
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 2000
trigger1 = RoundState = 2
scale = IfElse(Root,FVar(21) > 3000, 0.5, (Root,FVar(21) - 2000) * 0.0005), 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11011
triggerall = NumExplod(11011) = 1
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) > 1000
trigger1 = RoundState = 2
scale = IfElse(Root,FVar(21) > 2000, 0.5, (Root,FVar(21) - 1000) * 0.0005), 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv1の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11010
triggerall = NumExplod(11010) = 1
trigger1 = (Root,Var(40) = [1,2]) && Root,FVar(21) != 0
trigger1 = RoundState = 2
scale = IfElse(Root,FVar(21) > 1000, 0.5, Root,FVar(21) * 0.0005), 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;BLOODHEATへ
[State -2, Explod]
type = ChangeState
trigger1 = Root,Var(40) = 3
value = 11020

;ノーマルゲージへ
[State -2, Explod]
type = ChangeState
trigger1 = Root,Var(40) = 0
value = 11000

;------------------------------------------------------------------
;HEAT文字
[Statedef 11011]
type = S
movetype= I
physics = N
anim = 11000
sprpriority = 5
velset = 0,0

;--------------------
;HEAT文字(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(40) = 2
triggerall = Root,TeamSide = 1
trigger1 = NumExplod(11013) = 0
anim = 11013
bindtime = -1
pos = 11,226
postype = back
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11013
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(40) = 2
triggerall = Root,TeamSide = 2
trigger1 = NumExplod(11013) = 0
anim = 11013
bindtime = -1
pos = 44,226
postype = back
facing = -1
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11013
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

;HEAT文字(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(40) = 2
triggerall = Root,TeamSide = 1
trigger1 = NumExplod(11013) = 0
anim = 11013
bindtime = -1
pos = 84,220
postype = back
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11013
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(40) = 2
triggerall = Root,TeamSide = 2
trigger1 = NumExplod(11013) = 0
anim = 11013
bindtime = -1
pos = 117,220
postype = back
facing = -1
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11013
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

;--------------------
;MAX文字(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(40) = 1
triggerall = Root,TeamSide = 1
trigger1 = NumExplod(11013) = 0
anim = 11013
bindtime = -1
pos = 11,226
postype = back
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11013
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,Var(40) = 1
triggerall = Root,TeamSide = 2
trigger1 = NumExplod(11013) = 0
anim = 11013
bindtime = -1
pos = 44,226
postype = back
facing = -1
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11013
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

;MAX文字(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(40) = 1
triggerall = Root,TeamSide = 1
trigger1 = NumExplod(11013) = 0
anim = 11033
bindtime = -1
pos = 84,220
postype = back
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11013
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,Var(40) = 1
triggerall = Root,TeamSide = 2
trigger1 = NumExplod(11013) = 0
anim = 11033
bindtime = -1
pos = 111,220
postype = back
facing = -1
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11013
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

;--------------------
[State 3100, 4]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 120, 120, 120
ignorehitpause = 1

[State -2, Explod]
type = RemoveExplod
trigger1 = Parent,StateNo != 11010
id = 11013
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[State -2, Explod]
type = DestroySelf
trigger1 = Parent,StateNo != 11010
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

;------------------------------------------------------------------
;パワーゲージ(BLOODHEAT)
[Statedef 11020]
type = S
movetype= I
physics = N
anim = 11000
sprpriority = -4
velset = 0,0

; Lv1を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11002) = 1
id = 11002
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11003) = 1
id = 11003
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2(補完)を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11005) = 1
id = 11005
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11004) = 1
id = 11004
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3(補完)を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11006) = 1
id = 11006
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; HEAT Lv1を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11010) = 1
id = 11010
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; HEAT Lv2を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11011) = 1
id = 11011
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; HEAT Lv3を消去
[State -2, Explod]
type = ReMoveExplod
trigger1 = Time = 0
trigger1 = NumExplod(11012) = 1
id = 11012
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 3100, 4]
type = PalFX
trigger1 = Time % 30 = 0
time = 30
add = 0, 0, 0
sinadd = -50, -50, -50, 60
ignorehitpause = 1

;BLOODHEAT文字
[State 1000, 3]
type = Helper
trigger1 = Time = 0
name = "BLOODHEAT"
sprpriority = 5
pos = 0, 0
stateno = 11021
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

;Lv3を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11022) = 1
trigger1 = Root,Var(40) = 3 && Root,FVar(21) <= 2000
id = 11022
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;Lv2を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11021) = 1
trigger1 = Root,Var(40) = 3 && Root,FVar(21) <= 1000
id = 11021
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;Lv1を消去
[State -2, Explod]
type = ReMoveExplod
triggerall = NumExplod(11020) = 1
trigger1 = Root,Var(40) = 3 && Root,FVar(21) = 0
id = 11020
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;************************************************************
;右向き

; Lv1を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11020) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) != 0
anim = 11020
bindtime = -1
pos = 12,226
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11020
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv1を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11020) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) != 0
anim = 11120
bindtime = -1
pos = 3,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11020
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11021) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 1000
anim = 11021
bindtime = -1
pos = 44,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11021
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11021) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 1000
anim = 11120
bindtime = -1
pos = 29,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11021
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11022) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 2000
anim = 11022
bindtime = -1
pos = 76,224
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11022
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 1
triggerall = NumExplod(11022) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 2000
anim = 11121
bindtime = -1
pos = 55,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11022
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;************************************************************
;左向き

; Lv1を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11020) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) != 0
anim = 11025
bindtime = -1
pos = 12,226
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11020
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv1を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11020) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) != 0
anim = 11120
bindtime = -1
pos = 3,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11020
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11021) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 1000
anim = 11026
bindtime = -1
pos = 44,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11021
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11021) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 1000
anim = 11120
bindtime = -1
pos = 29,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11021
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11022) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 2000
anim = 11027
bindtime = -1
pos = 76,224
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11022
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv3を表示(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 2
triggerall = NumExplod(11022) = 0
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 2000
anim = 11122
bindtime = -1
pos = 55,225
postype = back
sprpriority = 4
ownpal = 0
scale = 0.5,0.5
id = 11022
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;************************************************************
; Lv3の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11022
triggerall = NumExplod(11022) = 1
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 2000
trigger1 = RoundState = 2
scale = IfElse(Root,FVar(21) > 3000, 0.5, (Root,FVar(21) - 2000) * 0.0005), 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv2の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11021
triggerall = NumExplod(11021) = 1
trigger1 = Root,Var(40) = 3 && Root,FVar(21) > 1000
trigger1 = RoundState = 2
scale = IfElse(Root,FVar(21) > 2000, 0.5, (Root,FVar(21) - 1000) * 0.0005), 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

; Lv1の長さ変更
[State -2, Explod]
type = ModifyExplod
id = 11020
triggerall = NumExplod(11020) = 1
trigger1 = Root,Var(40) = 3 && Root,FVar(21) != 0
trigger1 = RoundState = 2
scale = IfElse(Root,FVar(21) > 1000, 0.5, Root,FVar(21) * 0.0005), 0.5
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;ノーマルゲージへ
[State -2, Explod]
type = ChangeState
trigger1 = Root,Var(40) != 3
value = 11000

;------------------------------------------------------------------
;BLOODHEAT文字
[Statedef 11021]
type = S
movetype= I
physics = N
anim = 11000
sprpriority = 5
velset = 0,0

;BLOODHEAT文字(ReACT)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 1
trigger1 = NumExplod(11023) = 0
anim = 11023
bindtime = -1
pos = 10,226
postype = back
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11023
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 1
triggerall = Root,TeamSide = 2
trigger1 = NumExplod(11023) = 0
anim = 11023
bindtime = -1
pos = 73,226
postype = back
facing = -1
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11023
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

;BLOODHEAT文字(ActCadenza)
[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 1
trigger1 = NumExplod(11023) = 0
anim = 11023
bindtime = -1
pos = 84,220
postype = back
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11023
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

[State -2, Explod]
type = Explod
triggerall = Root,Var(51)%10 = 2
triggerall = Root,TeamSide = 2
trigger1 = NumExplod(11023) = 0
anim = 11023
bindtime = -1
pos = 145,220
postype = back
facing = -1
sprpriority = 5
ownpal = 0
scale = .5, .5
id = 11023
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
ontop = 1

[State 3100, 4]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 120, 120, 120
ignorehitpause = 1

[State -2, Explod]
type = RemoveExplod
trigger1 = Parent,StateNo != 11020
id = 11023
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[State -2, Explod]
type = DestroySelf
trigger1 = Parent,StateNo != 11020
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

;---------------------------------------------------------------------------
; スタイル選択
[Statedef 13000]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 0

[State -1]
Type = BindToParent
Trigger1 = 1
Pos = -10*(Facing*Parent,Facing),-50

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -1]
Type = Explod
TriggerAll = RoundState <= 1
Trigger1 = Parent,Var(51)%10 = 1
Trigger1 = NumExplod(13010) = 0
Anim = 13010
ID = 13010
PosType = P1
Pos = 0, 0
BindTime = -1
RemoveTime = -1
Scale = 0.5,0.5
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8

[State -1]
Type = Explod
TriggerAll = RoundState <= 1
Trigger1 = Parent,Var(51)%10 = 2
Trigger1 = NumExplod(13020) = 0
Anim = 13020
ID = 13020
PosType = P1
Pos = 0, 0
BindTime = -1
RemoveTime = -1
Scale = 0.5,0.5
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8

[State -1]
Type = RemoveExplod
Trigger1 = Parent,Var(51)%10 != 1
Trigger2 = Parent,Var(51)/10%10 = 1
Trigger3 = RoundState = 2
Trigger4 = Parent,Command = "start"
Trigger5 = Parent,Command = "a"
Trigger6 = Parent,Command = "b"
Trigger7 = Parent,Command = "c"
Trigger8 = Parent,Command = "x"
Trigger9 = Parent,Command = "y"
Trigger10= Parent,Command = "z"
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 13010
Persistent = 1

[State -1]
Type = RemoveExplod
Trigger1 = Parent,Var(51)%10 != 2
Trigger2 = Parent,Var(51)/10%10 = 1
Trigger3 = RoundState = 2
Trigger4 = Parent,Command = "start"
Trigger5 = Parent,Command = "a"
Trigger6 = Parent,Command = "b"
Trigger7 = Parent,Command = "c"
Trigger8 = Parent,Command = "x"
Trigger9 = Parent,Command = "y"
Trigger10= Parent,Command = "z"
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 13020
Persistent = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1

[State -1]
Type = PlaySnd
Trigger1 = NumExplod(13010) = 0 && NumExplod(13020) = 0
Value = s30, 1
Channel = 2
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = DestroySelf
Trigger1 = NumExplod(13010) = 0 && NumExplod(13020) = 0
Trigger2 = Parent,Var(51)/10%10 = 1
Trigger3 = RoundState = 2
Trigger4 = Parent,Command = "start"
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; ゲージ表示
[Statedef 14000]
Type = A
Physics = N
Velset = 0,0
SprPriority = 6

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
Time = 1
IgnoreHitPause = 1

[State -2];ReACT・数字表示(千の位)
Type = Explod
Trigger1 = Parent,Var(51)%10 = 1
Trigger1 = Parent,Var(40) = 0
Trigger1 = Power >= 1000
Anim = 14000 + Power/1000%10
PosType = Back
Pos = IfElse(TeamSide = 1, 5, 43), 229
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ReACT・数字表示(百の位)
Type = Explod
Trigger1 = Parent,Var(51)%10 = 1
Trigger1 = Parent,Var(40) = 0
Trigger1 = Power >= 100
Anim = 14000 + Power/100%10
PosType = Back
Pos = IfElse(TeamSide = 1, 12, 36), 229
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ReACT・数字表示(一の位)
Type = Explod
Trigger1 = Parent,Var(51)%10 = 1
Trigger1 = Parent,Var(40) = 0
Anim = 14000 + Power/10%10
PosType = Back
Pos = IfElse(TeamSide = 1, 19, 29), 229
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ReACT・数字表示(少数点第一の位)
Type = Explod
Trigger1 = Parent,Var(51)%10 = 1
Trigger1 = Parent,Var(40) = 0
Anim = 14010 + Power%10
PosType = Back
Pos = IfElse(TeamSide = 1, 28, 20), 230
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ReACT・ドット表示
Type = Explod
Trigger1 = Parent,Var(51)%10 = 1
Trigger1 = Parent,Var(40) = 0
Anim = 14020
PosType = Back
Pos = IfElse(TeamSide = 1, 25, 23), 234
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ReACT・％表示
Type = Explod
Trigger1 = Parent,Var(51)%10 = 1
Trigger1 = Parent,Var(40) = 0
Anim = 14021
PosType = Back
Pos = IfElse(TeamSide = 1, 33, 15), 230
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -2];ActCadenza・数字表示(千の位)
Type = Explod
Trigger1 = Parent,Var(51)%10 = 2
Trigger1 = Parent,Var(40) = 0
Trigger1 = Power >= 1000
Anim = 14100 + Power/1000%10
PosType = Back
Pos = IfElse(TeamSide = 1, 83, 124), 222
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ActCadenza・数字表示(百の位)
Type = Explod
Trigger1 = Parent,Var(51)%10 = 2
Trigger1 = Parent,Var(40) = 0
Trigger1 = Power >= 100
Anim = 14100 + Power/100%10
PosType = Back
Pos = IfElse(TeamSide = 1, 91, 117), 222
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ActCadenza・数字表示(一の位)
Type = Explod
Trigger1 = Parent,Var(51)%10 = 2
Trigger1 = Parent,Var(40) = 0
Anim = 14100 + Power/10%10
PosType = Back
Pos = IfElse(TeamSide = 1, 99, 109), 222
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ActCadenza・数字表示(少数点第一の位)
Type = Explod
Trigger1 = Parent,Var(51)%10 = 2
Trigger1 = Parent,Var(40) = 0
Anim = 14110 + Power%10
PosType = Back
Pos = IfElse(TeamSide = 1, 111, 97), 225
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ActCadenza・ドット表示
Type = Explod
Trigger1 = Parent,Var(51)%10 = 2
Trigger1 = Parent,Var(40) = 0
Anim = 14120
PosType = Back
Pos = IfElse(TeamSide = 1, 106, 102), 229
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];ActCadenza・％表示
Type = Explod
Trigger1 = Parent,Var(51)%10 = 2
Trigger1 = Parent,Var(40) = 0
Anim = 14121
PosType = Back
Pos = IfElse(TeamSide = 1, 116, 92), 226
BindTime = -1
Facing = IfElse(TeamSide = 1, 1, -1)
Ownpal = 0
Scale = 0.5,0.5
IgnoreHitPause = 1
SprPriority = 6
ID = 14010
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2, RemoveExplod]
Type = RemoveExplod
Trigger1 = Parent,Var(40) != 0
ID = 14010

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 0
IgnoreHitPause = 1
