;---------------------------------------------------------------------------
;サーキットスパーク
[Statedef 950]
Type     = S
MoveType = A
Physics  = S
Anim     = 950
Ctrl     = 0
VelSet = 0,0
PowerAdd = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 12

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s990,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = EnvShake
Trigger1 = Time = 6
Time  = 24
Ampl  = 5
Freq  = 90

[State -1]
Type = Explod
Trigger1 = Time = 6
Anim = 10950
ID = 10950
Pos = 0,0
PosType = P1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState <= 2
Trigger1 = Time = 11
Trigger1 = Var(13) <= 0
V = 51
Value = 177
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerSet
Trigger1 = RoundState <= 2
Trigger1 = Time = 11
Trigger1 = Var(13) > 0
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = RoundState <= 2
Trigger1 = Time = 11
Trigger1 = Var(13) > 0
V = 13
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 10
Value = s950, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time >= 8
Time = 16
Add = 255-Var(7),255-Var(7),255-Var(7)
IgnoreHitPause = 0
Peresistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [12,24]
V = 7
Value = 20

[State -1]
Type = BGPalFX
Trigger1 = Time >= 0
Time = 1
Add = 0-Var(8),0-Var(8),0-Var(8)
IgnoreHitPause = 0
Peresistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time = [0,25]
V = 8
Value = 5

[State -1]
Type = VarAdd
Trigger1 = AnimTime >= -6
V = 8
Value = -20

[State -1]
Type = Explod
TriggerAll = Var(51) = 0
TriggerAll = Var(0)/1000%10 = 0
TriggerAll = NumExplod(25200) = 0
Trigger1 = Time = 11
Anim = 25200
PosType = Left
Pos = 160, 30
BindTime = -1
RemoveTime = -2
Ownpal = 1
OnTop = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25200
Persistent = 0

[State -1]
Type = VarRangeSet
Trigger1 = AnimTime = 0
First = 7
Last = 8
Value = 0

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 11
Attr = S, NT
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, IfElse(P2MoveType = A,7,1)
SparkNo = -1
Guard.SparkNo = -1
SparkXY = -Random%20, -50-Random%20
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -1.8,-9.8
Air.Velocity = IfElse(Var(50)=1,-1.8,-5),IfElse(Var(50)=1,-9.8,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff =0
Down.CornerPush.VelOff = 0
YAccel = .48
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 42
GetPower = 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)
EnvShake.Time = 15
EnvShake.Ampl = 5
EnvShake.Freq = 90

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 30
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;強制開放
[Statedef 990]
Type     = S
MoveType = A
Physics  = S
Anim     = 990
Ctrl     = 0
VelSet = 0,0
PowerAdd = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = 0
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 18

[State -1]
Type = EnvShake
Trigger1 = Time = 13
Time  = 24
Ampl  = 5
Freq  = 90

[State -1]
Type = Helper
Trigger1 = Time = 13
StateNo = 10990
ID = 10990
Pos = 0,15
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 13
StateNo = 10991
ID = 10991
Pos = 0,-75
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Time = 1
trigger1 = var(5) = 0
Value = s190,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
trigger1 = var(5) = 1
Value = s990,1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 0
PauseMoveTime = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 13
Value = s990, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PalFX
Trigger1 = Time >= 10
Time = 16
Add = 255-Var(8),255-Var(8),255-Var(8)
IgnoreHitPause = 0
Peresistent = 1

[State -1]
Type = VarAdd
Trigger1 = Time >= 14
Trigger1 = Time <= 26
V = 8
Value = 20

[State -1]
Type = VarSet
Trigger1 = RoundState <= 2
Trigger1 = Var(13) = 1
Trigger1 = Time = 17
V = 13
Value = -1

[State -1]
Type = VarSet
Trigger1 = RoundState <= 2
Trigger1 = Var(13) = 0
Trigger1 = Time = 17
V = 14
Value = 1

[State -1]
Type = VarSet
TriggerAll = Time = 17
Trigger1 = Var(14) = 1
V = 46
Value = 30
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
TriggerAll = Time = 17
Trigger1 = Var(13) = -1
V = 46
Value = 60
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
TriggerAll = Time = 17
Trigger1 = Var(13) = -1
Trigger2 = Var(14) = 1
V = 49
Value = (Power)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
TriggerAll = Var(51) = 0
TriggerAll = Var(0)/1000%10 = 0
TriggerAll = NumExplod(25200) = 0
Trigger1 = Time = 17
Anim = 25200
PosType = Left
Pos = 160, 30
BindTime = -1
RemoveTime = -2
Ownpal = 1
OnTop = 1
IgnoreHitPause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999
SprPriority = 8
ID = 25200
Persistent = 0

[State -1]
Type = AfterImage
Trigger1 = Var(13) = -1
Trigger1 = Time = 17
Time = 99999
Trans = Add
Length   = 10
TimeGap  = 1
FrameFap = 1
PalBright = 0 , 0 , 0
PalContrast = 150 , 150 , 150
PalAdd = 100 , 100 , 0
PalMul = .5 , .5 , .5
IgnoreHitPause = 1
Peresistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AfterImage
Trigger1 = Var(13) = 0
Trigger1 = Time = 17
Time = 999999
Trans = Add
Length   = 10
TimeGap  = 1
FrameFap = 1
PalBright = 0 , 0 , 0
PalContrast = 50 , 50 , 255
PalAdd = 0 , 0 , 0
PalMul = .5 , .5 , .5
IgnoreHitPause = 1
Peresistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = AnimTime = 0
V = 8
Value = 0

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = Time = 17
Attr = S, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, IfElse(P2MoveType = A,7,1)
SparkNo = -1
Guard.SparkNo = -1
SparkXY = -Random%20, -50-Random%20
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -5
Air.Velocity = -3,-3
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
P2Facing = 1
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)
P2StateNo = 5600
ID = 5600
EnvShake.Time = 15
EnvShake.Ampl = 5
EnvShake.Freq = 90

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = Time = 17
Attr = S, NA
Damage = Ceil(FVar(0)*(10-Var(4)%2))
AnimType = Hard
HitFlag = MAFD
Priority = 4, Hit
PauseTime = 1, IfElse(P2MoveType = A,7,1)
SparkNo = -1
Guard.SparkNo = -1
SparkXY = -Random%20, -50-Random%20
HitSound = s10, 2
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Air.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Ground.Velocity = -5
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-3,FVar(25))
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -4*Var(50)
Down.CornerPush.VelOff = -8
Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*11)
ID = 5600
EnvShake.Time = 15
EnvShake.Ampl = 5
EnvShake.Freq = 90

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 30
Persistent = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;フルールフリーズEX
[Statedef 2100]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 2100
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = Time = 0
Anim = -1
Time = 82
MoveTime = 82
P2DefMul = 1
Darken = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [50,80]
V = 7
Value = 8
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = BGPalFx
Trigger1 = Time = [30,80]
Time = 1
Add = -255+Var(7),-255+Var(7),-255+Var(7)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 81
V = 7
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 5,-48
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s2100, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 26
Value = s2100, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12100
ID = 12100
Postype = P1
Pos = 10,-38
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12101
ID = 12101
Postype = P1
Pos = -15,-38
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12102
ID = 12102
Postype = P1
Pos = 0,-54
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12103
ID = 12103
Postype = P1
Pos = 0,-54
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12104
ID = 12104
Postype = P1
Pos = 15,-70
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12105
ID = 12105
Postype = P1
Pos = -15,-70
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12100
ID = 12100
Postype = P1
Pos = 10,-38
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12101
ID = 12101
Postype = P1
Pos = -15,-38
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12102
ID = 12102
Postype = P1
Pos = 0,-54
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12103
ID = 12103
Postype = P1
Pos = 0,-54
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12104
ID = 12104
Postype = P1
Pos = 15,-70
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 26
StateNo = 12105
ID = 12105
Postype = P1
Pos = -15,-70
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = NumTarget(2101) > 0
Trigger1 = MoveHit = 1
Trigger1 = FVar(1) > 0.40
FV = 1
Value = 0.40
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 91
Trigger2 = Time = 92
Trigger3 = Time = 93
Trigger4 = Time = 94
Trigger5 = Time = 95
Trigger6 = Time = 96
Trigger7 = Time = 97
Attr = S, SP
AnimType  = Up
Damage    = Ceil(FVar(0)*(50-Var(4)%2)),Ceil(FVar(1)*5)
GuardFlag = HL
Priority = 1, Dodge
PauseTime = 3,IfElse(P2MoveType = A,11,3)
Guard.PauseTime = 3,3
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, -75-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = 0,-10.8
Guard.Velocity = -6
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-10.8,FVar(25))
Down.Velocity = -5,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-6)
Down.CornerPush.VelOff = -6
Guard.CornerPush.VelOff = -8
YAccel = .48
ID = 2100
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 56
EnvShake.Time = 6
EnvShake.Ampl = 4
EnvShake.Freq = 60
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*13),Ceil(IfElse(FVar(16)=0,1,FVar(16))*6)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = 98
Attr = S, SP
AnimType  = Up
Damage    = Ceil(FVar(0)*(50-Var(4)%2)),Ceil(FVar(1)*5)
GuardFlag = HL
Priority = 1, Dodge
PauseTime = 3,IfElse(P2MoveType = A,15,7)
Guard.PauseTime = 3,7
HitSound   = s1,121
GuardSound = s120,0
SparkXY = -Random%20, -75-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,-10.8
Guard.Velocity = -8
Air.Velocity = IfElse(Var(50)=1,0,-5),IfElse(Var(50)=1,-10.8,FVar(25))
Down.Velocity = -5,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = IfElse(Var(50)=1,0,-6)
Down.CornerPush.VelOff = -6
Guard.CornerPush.VelOff = -8
YAccel = .48
ID = 2101
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 56
EnvShake.Time = 6
EnvShake.Ampl = 4
EnvShake.Freq = 60
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*13),Ceil(IfElse(FVar(16)=0,1,FVar(16))*6)

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 165
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;空中フルールフリーズEX
[Statedef 2200]
Type    = A
MoveType= A
Physics = N
Juggle  = 0
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 2200
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = [0,43]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = SuperPause
Trigger1 = Time = 0
Anim = -1
Time = 33
MoveTime = 33
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 2
V = 44
Value = 33

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = -10,-90
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Trigger1 = var(5) = 0
Value = s2200, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Trigger1 = var(5) = 1
Value = s1800, 9
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = VelSet
Trigger1 = Time = [28,32]
X = 0
Y = 1

[State -1]
Type = VelSet
Trigger1 = Time = 33
X = 0
Y = 0

[State -1]
Type = VelAdd
Trigger1 = Time >= 57
Y = .45

[State -1]
Type = PlaySnd
Trigger1 = Time = 35
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 32
StateNo = 12201
ID = 12200
Postype = P1
Pos = 0,-20
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 33
StateNo = 12201
ID = 12201
Postype = P1
Pos = 0,-20
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 34
StateNo = 12200
ID = 12202
Postype = P1
Pos = 0,-20
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 35
StateNo = 12200
ID = 12203
Postype = P1
Pos = 0,-20
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 36
StateNo = 12200
ID = 12204
Postype = P1
Pos = 0,-20
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = Helper
Trigger1 = Time = 37
StateNo = 12200
ID = 12205
Postype = P1
Pos = 0,-20
Ownpal = 1
Scale = 1,1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0


[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = VelSet
TriggerAll = EnemyNear,BackEdgeBodyDist <= 0
Trigger1 = NumHelper(12200) > 0
Trigger1 = Helper(12200),MoveHit = 1
Trigger2 = NumHelper(12201) > 0
Trigger2 = Helper(12201),MoveHit = 1
Trigger3 = NumHelper(12202) > 0
Trigger3 = Helper(12202),MoveHit = 1
Trigger4 = NumHelper(12203) > 0
Trigger4 = Helper(12203),MoveHit = 1
Trigger5 = NumHelper(12204) > 0
Trigger5 = Helper(12204),MoveHit = 1
Trigger6 = NumHelper(12205) > 0
Trigger6 = Helper(12205),MoveHit = 1
Trigger7 = NumHelper(12206) > 0
Trigger7 = Helper(12206),MoveHit = 1
X = IfElse(P2StateType=A,-1*Var(50),IfElse(P2StateType=L,-2,-1))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = VelSet
TriggerAll = EnemyNear,BackEdgeBodyDist <= 0
Trigger1 = NumHelper(12200) > 0
Trigger1 = Helper(12200),MoveGuarded = 1
Trigger2 = NumHelper(12201) > 0
Trigger2 = Helper(12201),MoveGuarded = 1
Trigger3 = NumHelper(12202) > 0
Trigger3 = Helper(12202),MoveGuarded = 1
Trigger4 = NumHelper(12203) > 0
Trigger4 = Helper(12203),MoveGuarded = 1
Trigger5 = NumHelper(12204) > 0
Trigger5 = Helper(12204),MoveGuarded = 1
Trigger6 = NumHelper(12205) > 0
Trigger6 = Helper(12205),MoveGuarded = 1
Trigger7 = NumHelper(12206) > 0
Trigger7 = Helper(12206),MoveGuarded = 1
X = IfElse(P2StateType=A,-1.5*Var(50),IfElse(P2StateType=L,-3,-1.5))
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = AttackDist
Trigger1 = 1
Value = 210
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = Time != [31,43]
Trigger1 = (Vel Y > 0) && (Pos Y >= -5)
Value = 52
Ctrl = 0



; スワン･レイクEX
[Statedef 2300]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 4880
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
trigger1 = anim = 4880
Trigger1 = animelemtime(2) = 0
Anim = -1
Time = 32
MoveTime = 32
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
trigger1 = anim = 4880
Trigger1 = animelemtime(2) = 0
V = 44
Value = 32


[State -1]
Type = NotHitBy
Trigger1 = Time = [1,32]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
trigger1 = anim = 4880
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 10,-38
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s1600, 7
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = Width
Trigger1 = Time >= 1
Value = -10
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = Time < 33
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = animelemtime(3) = 0
StateNo = 9500
ID = 9500
Ownpal = 1
Keyctrl = 0

[State -1]
Type = PosSet
TriggerAll = NumHelper(9500) > 0
TriggerAll = Time >= 0 
Trigger1 = Facing = 1
Trigger1 = Pos X > Helper(9500),Pos X
Trigger2 = Facing = -1
Trigger2 = Pos X < Helper(9500),Pos X
X = Ceil(Helper(9500),Pos X)


[State -1]
Type = VelSet
trigger1 = anim = 4880
Trigger1 = animelemtime(5) >= 0
X = 4
persistent = 1


[State -1]
Type = changeanim
Trigger1 = Anim = 4880
Trigger1 = time = 90
Value = 13340
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
trigger1 = anim = 4880
Trigger1 = animelemtime(3) >= 0
trigger2 = anim = 13340
Trigger2 = animelemtime(1) >= 0
Trigger2 = animelemtime(3) < 3
Value = , NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 13340
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = anim = 13340
Trigger1 = animelem = 4
Value = s0, 102
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 4880
Trigger1 = animelemtime(3) >= 0
trigger1 = var(55) = 0
trigger1 = time%7 = 0
Value = s0, 105
;Channel = 3
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Explod
Triggerall = anim = 4880
Trigger1 = animelem = 2
Trigger2 = animelem = 4
Trigger3 = animelem = 6
ID = 13320
PosType = P1
Pos = -10,0
Anim = 13320
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 3
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = Explod
Trigger1 = anim = 13340
Trigger1 = animelem = 1
ID = 13320
PosType = P1
Pos = 0,-110
Anim = 13330
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = NumTarget(5600) > 0
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.70*FVar(1)
IgnoreHitPause = 1


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
TriggerAll = Anim = 4880
Trigger1 = Var(50) = 1
Trigger1 = time%4 = 0
Attr = S, SA
AnimType  = LOW
Damage    = Ceil(FVar(0)*(90-Var(4)%2)),Ceil(FVar(1)*10)
GuardFlag = MA
Priority = 4, Hit
PauseTime = 6,IfElse(P2MoveType = A,12,6)
Guard.PauseTime = 6,6
HitSound   = s1,110
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = LOW
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -5
Guard.Velocity = -8
Air.Velocity = -1.6*Var(50),IfElse(Var(50)=1,-6.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -4.2
YAccel = .48
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*25),Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)
id = 5600

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Anim = 13340
Trigger1 = AnimElem = 6
Attr = A, NA
Damage = Ceil(FVar(0)*(120-Var(4)%2))
HitFlag = MAFD
GuardFlag = HA
Priority = 4
PauseTime = 10,IfElse(P2MoveType = A,21,11)
Guard.PauseTime = 10,11
HitSound   = s1,118
GuardSound = s120,0
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s160
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -5.5
Guard.Velocity = -8.5
Air.Velocity = -1.6*Var(50),IfElse(Var(50)=1,-6.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -3.2,-2.5
Ground.CornerPush.VelOff = -6.5
Air.CornerPush.VelOff = -2.6*Var(50)
Down.CornerPush.VelOff = -4.2
YAccel = .48
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 26
GetPower = Ceil(FVar(16)*120), Ceil(0.85*FVar(16)*120)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*60),Ceil(IfElse(FVar(16)=0,1,FVar(16))*30)
ID = 5600

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
Trigger1 = Anim = 13340
Trigger1 = AnimElemtime(6) >= 0
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State 1000, 0]
type = TargetState
Trigger1 = Var(50) = 1
trigger1 = movehit
Trigger1 = Var(55) = 1
value = 5600
ID = -1
persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1



[State -1] 
Type = ChangeState
Trigger1 = Anim = 13340
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1




;ジャンプ膝蹴り？ EX
[Statedef 3330]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 3230
SprPriority = 2
Facep2 = 1
velset = 0,0

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = animelemtime(2) = 0
Anim = -1
Time = 31
MoveTime = 31
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = animelemtime(2) = 0
V = 44
Value = 31

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,32]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 10,-38
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = random <= 500
Trigger1 = Time = 1
Value = s2300, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = random > 500
Trigger1 = Time = 1
Value = s1500, 8
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500


[State -1]
Type = NotHitBy
Trigger1 = Time < 33
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = statetypeset
Trigger1 = animelemtime(4) >= 1
Physics = A


[State -1]
Type = PlaySnd
Trigger1 = animelem = 4
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Explod
Trigger1 = animelemtime(4) = 0
ID = 3210
PosType = P1
Pos = 0,5
Anim = 3305
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(4) >= 0
Trigger1 = animelemtime(5) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 0,-30
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Var(39) < 2
V = 39
Value = 2
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = NumTarget(5600) > 0
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.70*FVar(1)
IgnoreHitPause = 1


[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
trigger1 = !movecontact
Trigger1 = AnimElem = 5
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 4, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s1,120
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-5.6
Guard.Velocity = -5
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-5.2,FVar(25))-2
AirGuard.Velocity = -2,-1.4
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)


[State -1]
Type = Velset
Trigger1 = animelemtime(3) <= 3
y = 0
persistent = 1

[State -1]
Type = Velset
Trigger1 = animelemtime(3) <= 3
x = 0
persistent = 1

[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
y = -5
persistent = 0


[State -1]
Type = Veladd
Trigger1 = animelemtime(4) = 0
x = 5.5
persistent = 0


[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = ChangeState
Trigger1 = var(55) = 1
Value = 3320
Ctrl = 0

[State -1]
Type = varset
Trigger1 = AnimTime = 0
V = 47
value = 1


[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0




;---------------------------------------------------------------------------
; ナーサリー・ライムEX
[Statedef 12300]
Type    = A
MoveType= A
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 2300
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = Time = 1
Anim = -1
Time = 31
MoveTime = 31
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = Time = 1
V = 44
Value = 31

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,32]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 10,-38
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time >= 32
StateNo = 2306
ID = 2306
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 3

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Value = s2300, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = Width
Trigger1 = Time >= 1
Value = -10
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = Time < 33
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VelSet
Trigger1 = Time = 31
X = 4.4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = [32,53]
Value = s30, 3
Channel = 4
IgnoreHitPause = 1
Persistent = 8

[State -1]
Type = PosAdd
Trigger1 = Time = [32,33]
Y = -4

[State -1]
Type = PosAdd
Trigger1 = Time = [34,37]
Y = -3

[State -1]
Type = PosAdd
Trigger1 = Time = [38,40]
Y = -2

[State -1]
Type = PosAdd
Trigger1 = Time = [41,43]
Y = -1

[State -1]
Type = PosAdd
Trigger1 = Time = [45,47]
Y = 1

[State -1]
Type = PosAdd
Trigger1 = Time = [48,50]
Y = 2

[State -1]
Type = PosAdd
Trigger1 = Time = [51,54]
Y = 3

[State -1]
Type = PosAdd
Trigger1 = Time = [55,56]
Y = 4

[State -1]
Type = VelSet
Trigger1 = Time = 56
X = 0
Y = 0

[State -1]
Type = PosSet
Trigger1 = Time = 56
Y = 0
IgnoreHitPause = 1

[State -1]
Type = StateTypeSet
Trigger1 = Time = 56
StateType = S
Physics = S
IgnoreHitPause = 1

[State -1]
Type = PlaySnd
Trigger1 = Time = 60
Value = s30, 0
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = AnimElem = 12
Anim = 1305
ID = 1305
PosType = P1
Pos = 28,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1
Persistent = 0

[State -1]
Type = VarAdd
Trigger1 = MoveHit = 1
V = 4
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = MoveHit
V = 5
Range = 0,31
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = MoveHit = 1
Trigger1 = NumTarget(5600) > 0
Trigger1 = FVar(1) > 0.01
FV = 1
Value = 0.70*FVar(1)
IgnoreHitPause = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Time = [33,56]
Trigger1 = Time % 2 = 0
Trigger1 = HitCount <= 6
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(30-Var(4)%2)),Ceil(FVar(1)*3)
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 6,IfElse(P2MoveType = A,15,5)
Guard.PauseTime = 6,5
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -5
Guard.Velocity = -6.5
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-6.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -4*Var(50)
YAccel = .48
ID = 2300
Kill = 1
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28 
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*8),Ceil(IfElse(FVar(16)=0,1,FVar(16))*4)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 10
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(30-Var(4)%2)),Ceil(FVar(1)*3)
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 6,IfElse(P2MoveType = A,15,5)
Guard.PauseTime = 6,5
HitSound   = s10,2
GuardSound = s120,0
SparkXY = -Random%20, -30-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 18
Ground.Velocity = -5
Guard.Velocity = -7
Air.Velocity = -3*Var(50),IfElse(Var(50)=1,-6.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -6,-2.5
Ground.CornerPush.VelOff = -6
Air.CornerPush.VelOff = -4*Var(50)
YAccel = .48
ID = 2300
Kill = 1
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 28 
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*8),Ceil(IfElse(FVar(16)=0,1,FVar(16))*4)

[State -1]
Type = PosAdd
Trigger1 = AnimElem = 14
X = 15

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 1
Trigger1 = AnimElem = 16
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
GuardFlag = MA
Priority = 4, Hit
PauseTime = 7,IfElse(P2MoveType = A,14,4)
Guard.PauseTime = 7,4
HitSound   = s10,5
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Guard.Velocity = -12
AirGuard.Velocity = -4,-1.4
P2StateNo = 5600
ID = 5600
P2Facing = 1
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*25),Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = Var(50) = 2
Trigger1 = AnimElem = 16
Attr = S, SA
AnimType  = Hard
Damage    = Ceil(FVar(0)*(100-Var(4)%2)),Ceil(FVar(1)*10)
GuardFlag = MA
Priority = 4, Hit
PauseTime = 7,IfElse(P2MoveType = A,18,8)
Guard.PauseTime = 7,8
HitSound   = s10,5
GuardSound = s120,0
SparkXY = -Random%20, -55-Random%20
SparkNo = -1
Guard.SparkNo = s161
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 20
Ground.Velocity = -9
Air.Velocity = -6,FVar(25)
AirGuard.Velocity = -4,-1.4
Ground.CornerPush.VelOff = -10
Air.CornerPush.VelOff = -7
YAccel = .48
ID = 5600
Kill = 1
Guard.Kill = 0
Fall.Recover = IfElse(P2MoveType = A,0,1)
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*25),Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = PosAdd
Trigger1 = AnimTime = 0
X = 7

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;フルールフリーズ・エトワール
[Statedef 2500]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
VelSet = 0,0
Anim      = 3250
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,46]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 2
Anim = -1
Time = 32
MoveTime = 32
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 2
V = 44
Value = 32

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 5,-30
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1



[State -1]
Type = statetypeset
Trigger1 = animelemtime(5) <= 0
stateType = S

[State -1]
Type = statetypeset
Trigger1 = animelemtime(5) >= 1
stateType = A
Physics = A

[State -1]
Type = PlaySnd
Trigger1 = animelem = 2
Value = s1500, 7
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = PlaySnd
Trigger1 = animelem = 5
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelem = 6
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Explod
Trigger1 = animelemtime(5) = 0
ID = 3210
PosType = P1
Pos = 0,5
Anim = 3210
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(5) >= 0
Trigger1 = animelemtime(6) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 0,-50
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Var(39) < 2
V = 39
Value = 2
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 54
Value = 0

[State -1]
Type = VarSet
Trigger1 = animelemtime(70) = 2
V = 54
Value = 1
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
trigger1 = !movecontact
Trigger1 = AnimElem = 6
Attr = A, NA
Damage    = Ceil(FVar(0)*(75-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 1, Hit
PauseTime = 8,IfElse(P2MoveType = A,17,9)
Guard.PauseTime = 8,9
HitSound   = s10,5
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = Trip
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-3.2
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-3,-6),IfElse(Var(50)=1,-3.2,FVar(25)-2)-1
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*70), Ceil(0.85*FVar(16)*70)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)
kill = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(5) = 0
y = -6
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(5) = 0
x = 6.5
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(5) >= 0
x = -0.05
persistent = 1


[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = ChangeState
Trigger1 = var(55) = 1
Value = 2555
Ctrl = 0



[State -1]
Type = varset
Trigger1 = AnimTime = 0
V = 47
value = 1


[State -1]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 51
Ctrl = 0





[Statedef 2555]
Type    = A
MoveType= A
Physics = A
Juggle  = 0
Ctrl = 0
Anim = 3260
SprPriority = 2
Facep2 = 1
velset = 0,0


[State -1]
Type = PlaySnd
Trigger1 = time = 10
Value = s1500, 11
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = var(55) = 1
Trigger1 = time >= 8
Trigger1 = time%2 = 0
Trigger1 = animelemtime(59) <= 1
Value = s1, 121
Channel = 4
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelemtime(71) = 5
Value = s1500, 12
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelemtime(71) = 8
Value = s30, 1
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = animelemtime(71) = 8
Value = s30, 3
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Explod
Trigger1 = animelemtime(71) = 8
ID = 3310
PosType = P1
Pos = 15,-75
Anim = 3270
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 0
BindTime = 5
RemoveTime = -2
RemoveOnGetHit = 1



[State -1]
Type = Explod
Trigger1 = animelemtime(3) >= 0
Trigger1 = animelemtime(60) <= 5
Trigger1 = numexplod(33256) <= 3
Trigger1 = time%6 = 0
ID = 33256
PosType = P1
Pos = 15,-60
Anim = 3205
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 0
Persistent = 1
BindTime = 1
RemoveTime = -2
RemoveOnGetHit = 1


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = VarSet
Trigger1 = Var(39) < 2
V = 39
Value = 2
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 54
Value = 0

[State -1]
Type = helper
Trigger1 = numhelper(2555) = 0
Trigger1 = animelem = 70
StateNo = 2595
ID = 2555
Name = "def"
Pos = 0,0
PosType = Back
Ownpal = 1
Keyctrl = 0
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = movehit
V = 55
Value = 1
IgnoreHitPause = 1
Persistent = 1

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = time%4 = 0
Trigger1 = animelemtime(59) <= 1
Attr = A, NA
Damage    = Ceil(FVar(0)*(10-Var(4)%2))
AnimType  = Medium
HitFlag = MAFD
GuardFlag = HA
Priority  = 4, Hit
PauseTime = 3,IfElse(P2MoveType = A,6,3)
Guard.PauseTime = 3,3
HitSound   = s-1,0;1,121
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = high
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-4.2
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-3.6,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
YAccel = .48
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*0), Ceil(0.85*FVar(16)*0)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)
kill = 0

[State -1]
Type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = animelem = 60
Attr = A, NA
Damage    = Ceil(FVar(0)*(10-Var(4)%2))
AnimType  = hard
HitFlag = MAFD
GuardFlag = HA
Priority  = 4, Hit
PauseTime = 3,IfElse(P2MoveType = A,6,3)
Guard.PauseTime = 3,3
HitSound   = s-1,121
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.SlideTime = 13
Ground.HitTime  = 13
Ground.Velocity = -1,-2.6
Guard.Velocity = -10
Air.Velocity = IfElse(Var(50)=1,-1,-5),IfElse(Var(50)=1,-2.2,FVar(25))-3.5
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2,-2.5
Ground.CornerPush.VelOff = -2
Air.CornerPush.VelOff = IfElse(Var(50)=1,-2,-6)
Down.CornerPush.VelOff = -6
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = Ceil(FVar(16)*0), Ceil(0.85*FVar(16)*0)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*35),Ceil(IfElse(FVar(16)=0,1,FVar(16))*17)
kill = 0
yaccel = 0.22

[State -1]
type = HitDef
TriggerAll = Var(25)/10%10 < 3
Trigger1 = AnimElem = 72
Attr = S, NA
AnimType  = Medium
Damage    = Ceil(FVar(0)*(100-Var(4)%2))
HitFlag = MAFD
GuardFlag = MA
Priority = 4, Hit
PauseTime = 4,IfElse(P2MoveType = A,12,4)
Guard.PauseTime = 4,4
HitSound   = s1,118
GuardSound = s120,0
SparkXY = -Random%20, -35-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 12
Ground.Velocity = -5
Guard.Velocity = -6
Air.Velocity = -1.2*Var(50),IfElse(Var(50)=1,-5.2,FVar(25))
AirGuard.Velocity = -3,-1.4
Down.Velocity = -2.4,-2.5
Ground.CornerPush.VelOff = -5
Air.CornerPush.VelOff = -2.2*Var(50)
Down.CornerPush.VelOff = -4.4
Palfx.Time = 90
Palfx.Mul =  255,255,255
Palfx.Add = -130,-130,-30
Palfx.SinAdd = 10,10,70,6
Kill = 1
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 19
GetPower = Ceil(FVar(16)*25), Ceil(0.85*FVar(16)*25)
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*12),Ceil(IfElse(FVar(16)=0,1,FVar(16))*6)
P2Facing = 1
ID = 5600

[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = NumTarget(5600) > 0
Trigger1 = NumHelper(8500) = 0
Trigger1 = MoveHit
StateNo = 8500
ID = 8500
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1000, 0]
type = Targetbind
trigger1 = animelemtime(4) = 0
time = 2
ID = -1
pos = 20,-20
ignorehitpause = 1
persistent = 1


[State 1000, 0]
type = TargetState
Trigger1 = Var(50) = 1
trigger1 = animelemtime(72) >= 1
trigger1 = numtarget(5600) >= 1
trigger1 = var(55) = 1
value = 5600
ID = -1
persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 0]
type = HitAdd
Trigger1 = animelemtime(35) = 1
Trigger2 = animelemtime(40) = 1
Trigger3 = animelemtime(45) = 1
Trigger4 = animelemtime(50) = 1
Trigger5 = animelemtime(55) = 1
value = 1

[State -1]
Type = Velset
Trigger1 = animelemtime(3) >= 0
Trigger1 = animelemtime(63) < 1
x = 2.5
y = -2
persistent = 1

[State -1]
Type = Velset
Trigger1 = animelemtime(63) >= 1
Trigger1 = animelemtime(72) <= 0
x = 0.5
y = -0.5
persistent = 1


[State -1]
Type = Veladd
Trigger1 = animelemtime(72) = 1
x = -1.8
y = -5
persistent = 0

[State -1]
Type = Veladd
Trigger1 = animelemtime(72) > 0
Trigger1 = vel x < 0
x = 0.2
persistent = 0




[State -1]
Type = MoveHitReset
Trigger1 = MoveContact
IgnoreHitPause = 1
Persistent = 1


[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1


[State -1]
Type = Changeanim
Trigger1 = AnimTime = 0
Value = 142


[State -1]
Type = varset
Trigger1 = Anim = 142
V = 47
value = 1


[State -1]
Type = ChangeState
Trigger1 = Anim = 142
Value = 51
Ctrl = 0



[Statedef 2595]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
VelSet = 0,0
Anim      = 9999



[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time >= 50
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



;フルールフリーズ・エトワール
[Statedef 122500]
Type      = S
Movetype  = A
Physics   = S
Ctrl      = 0
VelSet = 0,0
Anim      = 1050
PowerAdd  = 0
Facep2 = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = Time = [1,46]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = SuperPause
Trigger1 = AnimElem = 3
Anim = -1
Time = 34
MoveTime = 34
P2DefMul = 1
Darken = 0

[State -1]
Type = VarSet
Trigger1 = AnimElem = 3
V = 44
Value = 34

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10001
Name = "EX_Effect"
Pos = 5,-52
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerAdd
Trigger1 = Time = 8
Trigger1 = Var(13) >= 0
Value = -1000

[State -1]
Type = PowerAdd
TriggerAll = Time = 8
Trigger1 = Var(13) = -1
Value = -500

[State -1]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s2500, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = AnimElem = 6
StateNo = 2505
ID = 2505
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; ホウマツムゲン
[Statedef 3000]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3000
SprPriority = 2

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = SuperPause
Trigger1 = Time = 0
Anim = -1
Time = 88
MoveTime = 88
P2DefMul = 1
Darken = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6015,6010)
ID = 10002
Name = "EX_Effect"
Pos = 20,-54
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [67,97]
V = 7
Value = 8
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = BGPalFx
Trigger1 = Time = [30,97]
Time = 1
Add = -255+Var(7),-255+Var(7),-255+Var(7)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 98
V = 7
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerSet
Trigger1 = Time = 8
Trigger1 = Var(14) = 0
Value = 1000

[State -1]
Type = PowerSet
Trigger1 = Time = 8
Trigger1 = Var(14) = 1
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 14
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 13
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 30
Value = s3000, 2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 88
Value = s3000, 4
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 92
Value = s1100, 0
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 28
StateNo = 30055
ID = 30055
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 92
StateNo = 3006
ID = 3006
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0

[State -1]
Type = VarSet
Trigger1 = 1
FV = 26
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1] 
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; コチョウノユメ
[Statedef 3050]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 3050
SprPriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0


[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s190, 8
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = SuperPause
Trigger1 = Time = 0
Anim = -1
Time = 54
MoveTime = 54
P2DefMul = 1
Darken = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6025,6020)
ID = 10002
Name = "EX_Effect"
Pos = 20,-54
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [30,54]
V = 7
Value = 10
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 58
V = 7
Value = 405
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [59,88]
V = 7
Value = -5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = BGPalFx
Trigger1 = Time = [30,88]
Time = 1
Add = -255+Var(7),-255+Var(7),-255+Var(7)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 89
V = 7
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerSet
Trigger1 = Time = 8
Trigger1 = Var(13) <= -1
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 13
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 30
Value = s3000, 2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 30
Value = s3000, 3
Channel = 2
Volume = 255
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = Time = 28
StateNo = 30055
ID = 30055
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Helper
Trigger1 = Time = 92
StateNo = 30065
ID = 30065
PosType = P1
Pos = 0,0
Ownpal = 1
Keyctrl = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0


[State -1]
Type = PlaySnd
Trigger1 = Time = 92
Value = s1100, 0
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
Trigger1 = random > 500
Trigger1 = anim = 18135
trigger1 = animelemtime(4) = 1
Value = s180, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = random <= 500 
Trigger1 = anim = 18135
trigger1 = animelemtime(4) = 1
Value = s1800, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = var(55) = 1
Anim = 3055
ID = 3055
PosType = Left
Pos = 172,210
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = var(55) = 1
StateNo = 30569
ID = 30569
PosType = Left
Pos = -85,-180-Ceil(ScreenPos Y+Pos Y)
Ownpal = 1
SprPriority = -10
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = var(55) = 1
trigger1 = numhelper(30561) = 0
StateNo = 30561
ID = 3056
PosType = Left
Pos = 0,0
Ownpal = 1
SprPriority = -2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = 1
FV = 26
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = VarSet
Trigger1 = 1
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = Changeanim
trigger1 = var(55) = 1
trigger1 = anim != 18135
Value = 18135
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = anim = 18135
trigger1 = animelemtime(13) = [0,135]
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
time = 1
persistent = 1


[State -1]
Type = AssertSpecial
Trigger1 = var(55) = 1
Trigger1 = anim = 18135
trigger1 = animelemtime(13) <= 135
Flag = Noshadow
time = 1
persistent = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = var(55) = 1
Trigger1 = anim = 18135
trigger1 = animelemtime(14) <= 5
Flag = Nofg
flag2 = nobg
time = 1
persistent = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999




[State 1000, 0]
type = EnvColor
Trigger1 = var(55) = 1
Trigger1 = anim = 18135
trigger1 = animelemtime(13) <= 135
value = 110,120,130
time = 1
under = 1
Peresistent = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = velset
trigger1 = anim = 18135
trigger1 = animelemtime(13) = [10,100]
trigger1 = frontedgedist <= 150
x = -2


[State 701, 1]
type = velset
trigger1 = anim = 18135
trigger1 = animelemtime(13) = [10,100]
trigger1 = backedgedist <= 80
x = 2



[State -1]
Type = ChangeState
trigger1 = var(55) = 0
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1


[State -1]
Type = ChangeState
trigger1 = anim = 18135
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1


;---------------------------------------------------------------------------
; ホウマツノユメ P2
[Statedef 3060]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
SprPriority = 0

[State -1]
Type = Varset
Trigger1 = time = 0
V = 47
Value = 0

[State -1]
Type = VarAdd
Trigger1 = time > 35
Trigger1 = var(47) <= 250
V = 47
Value = 8

[State -1]
Type = Trans
Trigger1 = time >35
Trans = AddAlpha
Alpha = 255-Var(47),64+Var(47)
time = 1



[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = afterimagetime
Trigger1 = time >= 50
time = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 1

[State -1]
Type = AssertSpecial
Trigger1 = time >= 50
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = , NT, ST, HT
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitFallSet
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030

;---------------------------------------------------------------------------
; ホウマツノユメ P2
[Statedef 3061]
Type    = A
MoveType= H
Physics = N
SprPriority = 0
VelSet = -1.2,-6.5

[State 1000, 0]
type = PalFX
trigger1 = time = 0
Time = 90
Mul =  255,255,255
Add = -130,-130,-30
SinAdd = 10,10,70,6


[State 1000, 0]
type = ScreenBound
trigger1 = time >= 0
value = 1
movecamera = 0,0


[State -1]
Type = HitFallSet
Trigger1 = 1
Value = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 30
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5061)
Trigger1 = Time = 1
Value = 5061

[State -1]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 1
Value = 5030

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 1
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 1
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State -1] 
Type = VelAdd
Trigger1 = Time >= 2
Y = .35

[State -1] 
Type = SelfState
Trigger1 = ((Pos Y >= 0 && Vel Y > 0))
Value = 5100

;---------------------------------------------------------------------------
; LA 偽・夢幻抱擁
[Statedef 3100]
Type    = S
MoveType = A
Physics = S
Anim    = 8055
Ctrl    = 0
VelSet  = 0,0


[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 55
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = SuperPause
Trigger1 = Time = 0
Anim = -1
Time = 54
MoveTime = 54
P2DefMul = 1
Darken = 0

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = IfElse(Var(26)=3,6025,6020)
ID = 10002
Name = "EX_Effect"
Pos = 20,-54
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [30,54]
V = 7
Value = 10
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 58
V = 7
Value = 405
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarAdd
Trigger1 = Time = [59,88]
V = 7
Value = -5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = BGPalFx
Trigger1 = Time = [30,88]
Time = 1
Add = -255+Var(7),-255+Var(7),-255+Var(7)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 89
V = 7
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PowerSet
Trigger1 = Time = 8
Trigger1 = Var(13) <= -1
Value = 0

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 13
Value = 0

[State -1]
Type = PlaySnd
Trigger1 = Time = 30
Value = s3000, 2
Channel = 4
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 30
Value = s3000, 3
Channel = 2
Volume = 255
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 5
Range = 0,5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = time = 31
trigger1 = prevstateno = 900
Value = s1300,0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = life > 300
trigger1 = anim = 8090
trigger1 = var(5) <= 1
Trigger1 = animelemtime(1) = 30
Value = s1800,6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = life > 300
trigger1 = anim = 8090
trigger1 = var(5) = 2
Trigger1 = animelemtime(1) = 30
Value = s190,13
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = life > 300
trigger1 = anim = 8090
trigger1 = var(5) = 3
Trigger1 = animelemtime(1) = 40
Value = s190,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
trigger1 = life > 300
trigger1 = anim = 8090
trigger1 = var(5) >= 4
Trigger1 = animelemtime(1) = 30
Value = s1800,7
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = life <= 300
trigger1 = anim = 8090
Trigger1 = animelemtime(20) = 1
Value = s600, 6
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 92
trigger1 = var(55) = 1 
Value = s1100, 0
Channel = 3
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitOverRide
Trigger1 = time >= 0
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = HitDef
Trigger1 = Time >= 0
Trigger1 = var(55) = 0
Attr = S, HP
Damage = 0
AnimType  = Low
HitFlag = MAFD
GuardFlag = 
Priority  = 4, Hit
PauseTime = 1,IfElse(P2MoveType = A,1,1)
HitSound   = s1,108
GuardSound = -1
SparkXY = -Random%20, -40-Random%20
SparkNo = -1
Guard.SparkNo = s160
Ground.Type = low
Air.Type = High
Ground.SlideTime = 22
Ground.HitTime  = 22
Air.HitTime = 22
Ground.Velocity = 0,0
Guard.Velocity = -7
Air.Velocity = 0,0
AirGuard.Velocity = -4,-2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
Kill = 0
Guard.Kill = 0
Fall = 0
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = Ceil(IfElse(FVar(16)=0,1,FVar(16))*25),Ceil(IfElse(FVar(16)=0,1,FVar(16))*12)
id = 3099
p2stateno = 3099


[State -1]
Type = TargetState
Trigger1 = var(55) = 1
trigger1 = prevstateno = 900
id = -1
Value = 3099
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0


[State -1]
Type = PlaySnd
Trigger1 = var(5) >= 3
Trigger1 = anim = 18135
trigger1 = animelemtime(4) = 1
Value = s180, 1
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = var(5) < 3 
Trigger1 = anim = 18135
trigger1 = animelemtime(4) = 1
Value = s1800, 5
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = var(55) = 1
trigger1 = prevstateno = 902
Anim = 3055
ID = 3055
PosType = Left
Pos = 172,210
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = var(55) = 1
trigger1 = prevstateno = 902
StateNo = 30569
ID = 30569
PosType = Left
Pos = -85,-180-Ceil(ScreenPos Y+Pos Y)
Ownpal = 1
SprPriority = -10
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Helper
Trigger1 = var(55) = 1
trigger1 = prevstateno = 902
trigger1 = numhelper(30561) = 0
StateNo = 30561
ID = 3056
PosType = Left
Pos = 0,0
Ownpal = 1
SprPriority = -2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
trigger1 = prevstateno = 902
FV = 26
Value = 0.50
IgnoreHitPause = 1

[State -1]
Type = VarSet
trigger1 = prevstateno = 902
V = 43
Value = -1
IgnoreHitPause = 1

[State -1]
Type = Changeanim
trigger1 = var(55) = 1
trigger1 = prevstateno = 902
trigger1 = anim != 18135
Value = 18135
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = anim = 18135
trigger1 = animelemtime(13) = [0,135]
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
time = 1
persistent = 1


[State -1]
Type = AssertSpecial
Trigger1 = var(55) = 1
Trigger1 = anim = 18135
trigger1 = animelemtime(13) <= 135
Flag = Noshadow
time = 1
persistent = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = var(55) = 1
Trigger1 = anim = 18135
trigger1 = animelemtime(14) <= 5
Flag = Nofg
flag2 = nobg
time = 1
persistent = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 1000, 0]
type = EnvColor
Trigger1 = var(55) = 1
Trigger1 = anim = 18135
trigger1 = animelemtime(13) <= 135
value = 110,120,130
time = 1
under = 1
Peresistent = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = velset
trigger1 = anim = 18135
trigger1 = animelemtime(13) = [10,100]
trigger1 = frontedgedist <= 150
x = -2

[State 701, 1]
type = velset
trigger1 = anim = 18135
trigger1 = animelemtime(13) = [10,100]
trigger1 = backedgedist <= 80
x = 2





[State -1]
type = TargetBind
Trigger1 = anim = 8090
Trigger1 = animelemtime(1) = 50
id = -1
postype = p1
pos = 40,-20
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = PlaySnd
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) = 0
Value = s3800, 2
volume = 255
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) = 0
Value = s3800, 2
volume = 255
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = posset
trigger1 = anim = 8090
Trigger1 = animelemtime(51) = 0
y = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AllPalFx
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) = 0
Trigger1 = var(8) > -250
Time = 10
Add = 250,250,250;+Var(8),250+Var(8),250+Var(8)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) = [0,8]
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 0]
type = EnvShake
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) = [0,8]
time = 5
;freq = 60
ampl = 8
;phase = 90
ignorehitpause = 1
persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type     = Pause
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) = [0,8]
Time     = 5
ignorehitpause = 1
persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Varset
Trigger1 = time = 0
V = 8
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = VarAdd
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) >= 0
Trigger1 = var(8) > -250
V = 8
Value = -10
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Varset
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) >= 0
Trigger1 = var(8) < -250
V = 8
Value = -250
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = TargetState
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) = 2
Value = 3061
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0


[State -1]
Type = PlaySnd
trigger1 = life > 300
trigger1 = anim = 8090
trigger1 = RoundState = 2
Trigger1 = animelemtime(50) = 2
Value = s1800,8
Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1000, 0]
type = TargetLifeAdd
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) = 0
value = -600
ID = -1
kill = 1



[State -1]
Type = Helper
TriggerAll = Var(0)%10 = 0
Trigger1 = NumHelper(8500) = 0
Trigger1 = anim = 8090
Trigger1 = animelemtime(50) >= 0
stateno = 8500
ID = 8500
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Explod
Trigger1 = movehit
trigger1 = prevstateno = 900
trigger1 = var(55) =1
Anim = 3057
ID = 3057
PosType = Left
Pos = 0,0
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = 10
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
ontop = 1


[State -1]
Type = removeExplod
trigger1 = anim = 8090
Trigger1 = animelemtime(1) = 90
ID = 3057
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = PlaySnd
trigger1 = anim = 8090
Trigger1 = animelemtime(1) = 90
Value = s3800, 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = posset
trigger1 = anim = 8090
Trigger1 = animelemtime(1) = 50
y = pos y + 218 - screenpos y
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = helper
trigger1 = anim = 8090
Trigger1 = animelemtime(1) = 90
stateno = 8058
ID = 8058
PosType = left
Pos = 0,0
RemoveTime = 100
RemoveOnGetHit = 1
BindTime = 1
Ownpal = 1
SprPriority = 10
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
ontop = 1



[State -1]
Type = Explod
trigger1 = anim = 8090
Trigger1 = animelemtime(30) = 0
Anim = 8061
ID = 8061
PosType = Left
Pos = 0,0
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = 10
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
trigger1 = anim = 8090
Trigger1 = animelemtime(30) = 0
Anim = 8060
ID = 8060
PosType = p1
Pos = 20,-60
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = 11
IgnoreHitPause = 0
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
trigger1 = anim = 8090
Trigger1 = animelemtime(30) = 0
Anim = 8059
ID = 8059
PosType = p1
Pos = 20,-60
RemoveTime = -2
RemoveOnGetHit = 1
BindTime = -1
Ownpal = 1
SprPriority = 12
IgnoreHitPause = 0
Persistent = 0


[State -1]
Type = PlaySnd
trigger1 = anim = 8090
Trigger1 = animelemtime(30) = 0
Value = s3800, 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 1000, 0]
type = AssertSpecial
triggerAll = prevstateno = 900
Trigger1 = anim != 8090
trigger1 = var(55) = 1
trigger1 = time >= 50
Trigger2 = anim = 8090
Trigger2 = animelemtime(50) <= 0
flag = nobg
flag2 = nofg
flag3 = nobardisplay
SuperMoveTime = 9999
PauseMoveTime = 9999
time = 1

[State -1]
Type = Varset
Trigger1 = time = 0
V = 55
Value = 0

[State -1]
Type = Varset
Trigger1 = movehit
trigger1 = numtarget(3099) >= 1
V = 55
Value = 1
IgnoreHitPause = 0
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Varset
trigger1 = prevstateno = 900
Trigger1 = time = 0
V = 27
Value = 0

[State -1]
Type = VarAdd
trigger1 = prevstateno = 900
Trigger1 = var(55) = 1
Trigger1 = time >= 50
V = 27
Value = 10
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = Trans
triggerAll = prevstateno = 900
Trigger1 = anim != 8090
Trigger1 = var(55) = 1
Trigger1 = time >= 50
Trigger2 = anim = 8090
Trigger2 = animelemtime(1) <= 80
Trans = AddAlpha
Alpha = 255-Var(27),64+Var(27)
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
time = 1
persistent = 1

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6000
ID = 6002
PosType = P2
Pos = 0,-60-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
Type = Changeanim
trigger1 = var(55) = 1
trigger1 = time = 90
trigger1 = prevstateno = 900
trigger1 = anim != 8090
Value = 8090
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 0


[State 701, 1]
type = velset
trigger1 = anim = 8090
trigger1 = animelemtime(1) = [20,50]
trigger1 = backedgedist != [117,122]
x = ifelse(backedgedist < 120,4,-5)
persistent = 1


[State 701, 1]
type = velset
trigger1 = anim = 8090
trigger1 = animelemtime(1) = [20,50]
trigger1 = backedgedist = [117,122]
trigger2 = anim = 8090
trigger2 = animelemtime(1) > 50
x = 0


[State -1]
Type = Varset
Trigger1 = animtime = 0
V = 8
Value = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type = ChangeState
Trigger1 = Anim = 8090 | Anim = 18135
trigger1 = animTime = 0
Trigger2 = var(55) = 0
trigger2 = animTime = 0
Value = 0
Ctrl = 1



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


; P2
[Statedef 3099]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
SprPriority = 0


[State -1]
Type = Varset
Trigger1 = time = 0
V = 47
Value = 0

[State -1]
Type = VarAdd
Trigger1 = time > 0
Trigger1 = var(47) <= 240
V = 47
Value = 10

[State -1]
Type = Trans
Trigger1 = time > 0
Trans = AddAlpha
Alpha = 255-Var(47),64+Var(47)
time = 1

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = afterimagetime
Trigger1 = time >= 0
time = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 1

[State -1]
Type = AssertSpecial
Trigger1 = time >= 50
Flag = invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
persistent = 1

[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = , NT, ST, HT
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = HitFallSet
Trigger1 = 1
Value = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 0
Value = 5030




;---------------------------------------------------------------------------
; LAクリームパフドリームレム2
[Statedef 3101]
Type    = S
MoveType = A
Physics = S
Anim    = 3100
Ctrl    = 0
VelSet  = 0,0

[State -1]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State -1]
Type = VarSet
Trigger1 = Time = 8
V = 13
Value = 0

[State -1]
Type = PowerSet
Trigger1 = Time = 7
Trigger1 = Var(13) = -1
Value = 0

[State -1]
Type = ChangeState
Trigger1 = NumHelper(3105) = 0
Value = 0
Ctrl = 1

                                                                                      
