;Created hy Mugenfutacharsmaker

[Statedef 89112]
type = A
movetype = H
physics = N
velset = 0,0

[State 757, 1]
type = SprPriority
trigger1 = 1
value = 2

[State 757, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 757, 3]
type = VelSet
trigger1 = AnimElem = 1
X = 3
Y = -1.5

[State 757, 4]
type = VelAdd
trigger1 = 1
Y = 0.3

[State 757, 9]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

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


;--------------------------------- Start
;--------------------------------- Random Grab

[Statedef 50000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 15,0
ctrl = 0
anim = 60001
sprpriority = 2

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 330001
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 1
ontop = 0
bindtime = -1
removetime = 15

[State xxx, snd]
type = Trans
trigger1 = time = 0
trans = none

[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 800,0

[State 300,NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 50002

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 50001

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M A F D
affectteam = E
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
hitsound = S10,3
p1facing = 1
p2facing = 1
guard.dist = 0
fall = 1
p1stateno =  50001
p2stateno =  50002


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

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

[Statedef 50001]
type = S
movetype = A
physics = S
anim = 53300
velset = 0,0
SprPriority = 3

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50002

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 7
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 45645,1 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 180,0

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 51000

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
trigger1 = animtime = 0
value = 51000+ random%4

[State 10006, ChangeState]
type = VarSet
trigger1 = animelem = 1
v = 41
value = 75

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

[Statedef 50002]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 4218,25 +random%3

;体力減少
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 9
kill = 0
value = -100
absolute = 1


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 53301


;--------------------------------- Normal Missionary Idle
;Missionary
[Statedef 51000]
type = S
movetype = A
physics = S
anim = 70000
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 52000

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 2

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck1"
value = 50110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck2"
value = 50111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck3"
value = 50112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
trigger1 = command = "FuckCum"
value = 50113
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Variant1"
value = 51003
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 51002
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 51001
ctrl = 0

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
var(42) = ifelse(var(42)=0,1,0)

[State 4615, Explod]
type = Explod
triggerall = Var(42) = 0
trigger1 = command = "AutoRape"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 1
trigger1 = command = "AutoRape"
anim = 40020
ID = 40020
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;[State -2, ChangeState]
;type = ChangeState
;triggerall = !AIlevel
;trigger1 = command = "Blowjob"
;value = 43704
;ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = RoundState != 3
trigger1 = time = 0
value = 50110 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) < 3
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 50110 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) > 2
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 50110 +random%4

;--------------------------------
;Missionary V
[Statedef 52000]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71000

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90010)
;trigger1 = Time = 0 
;value = 90010

;--------------------------------- Missionary Speed 1
;Missionary Speed 1
[Statedef 50110]
type = S
movetype = A
physics = S
anim = 70001
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90  

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50120

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 8
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State 1001,]
type = ChangeState
triggerall = random <250
triggerall = AILevel
triggerall = RoundState != 3
triggerall = Var(41) <= 50
trigger1 = animtime = 0
value = 50410

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50113

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 200
trigger1 = animtime = 0
value = 51000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Variant1"
value = 50410
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 50111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 50112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(44) > 2
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50113
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRapeOff"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3


[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = Var(41) > 0
trigger1 = animelem = 6
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 6
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2



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

[Statedef 50120]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
trigger1 = random < 333
value = 4218,21 +random%3
;体力減少
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 8
kill = 0
value = -4
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71001

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90011)
;trigger1 = Time = 0 
;value = 90011

;--------------------------------- Missionary Speed 2
;Missionary Speed 2
[Statedef 50111]
type = S
movetype = A
physics = S
anim = 70002
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50121

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 8
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = random <250
triggerall = AILevel
triggerall = RoundState != 3
triggerall = Var(41) <= 50
trigger1 = animtime = 0
value = 50411

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50113

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 400
trigger1 = animtime = 0
value = 51000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Variant1"
value = 50411
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 50110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 50112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50113
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRapeOff"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3


[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = Var(41) > 0
trigger1 = animelem = 5
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 5
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


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

[Statedef 50121]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
trigger1 = random < 333
value = 4218,21 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 8
kill = 0
value = -4
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71002

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90012)
;trigger1 = Time = 0 
;value = 90012

;--------------------------------- Missionary Speed 3
;Missionary Speed 3
[Statedef 50112]
type = S
movetype = A
physics = S
anim = 70003
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50122

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 8
value = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = random > 333
trigger1 = animelem = 8
value = 50000,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = random <250
triggerall = AILevel
triggerall = RoundState != 3
triggerall = Var(41) <= 50
trigger1 = animtime = 0
value = 50412

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50113

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 800
trigger1 = animtime = 0
value = 51000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Variant1"
value = 50412
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 50110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 50111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50113
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRapeOff"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = Var(41) > 0
trigger1 = animelem = 3
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 3
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


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

[Statedef 50122]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
trigger1 = random < 333
value = 4218,21 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 8
kill = 0
value = -4
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71003

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90013)
;trigger1 = Time = 0 
;value = 90013

;--------------------------------- Missionary Speed CUM
;Missionary Cum
[Statedef 50113]
type = S
movetype = A
physics = S
anim = 70004
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" && !AILevel 
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 16 || animelem = 24
trigger2 = animelem = 32 || animelem = 40
trigger3 = animelem = 70 || animelem = 78
trigger4 = animelem = 86 || animelem = 94
trigger5 = animelem = 115 || animelem = 123
trigger6 = animelem = 131 || animelem = 139
trigger7 = animelem = 147 || animelem = 156
trigger8 = animelem = 164 || animelem = 174
trigger9 = animelem = 185 || animelem = 195
trigger10 = animelem = 207 || animelem = 219
trigger11 = animelem = 231 || animelem = 241
trigger12 = animelem = 246
triggerall = random < 333
time = 10
freq = 120
ampl = -6

[State 6005, PlaySnd]
type = HitAdd
trigger1 = animelem = 16 || animelem = 24
trigger2 = animelem = 32 || animelem = 40
trigger3 = animelem = 70 || animelem = 78
trigger4 = animelem = 86 || animelem = 94
trigger5 = animelem = 115 || animelem = 123
trigger6 = animelem = 131 || animelem = 139
trigger7 = animelem = 147 || animelem = 156
trigger8 = animelem = 164 || animelem = 174
trigger9 = animelem = 185 || animelem = 195
trigger10 = animelem = 207 || animelem = 219
trigger11 = animelem = 231 || animelem = 241
trigger12 = animelem = 246
value = 1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50123

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50002,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 45645,3 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16 || animelem = 24
trigger2 = animelem = 32 || animelem = 40
trigger3 = animelem = 70 || animelem = 78
trigger4 = animelem = 86 || animelem = 94
trigger5 = animelem = 115 || animelem = 123
trigger6 = animelem = 131 || animelem = 139
trigger7 = animelem = 147 || animelem = 156
trigger8 = animelem = 164 || animelem = 174
trigger9 = animelem = 185 || animelem = 195
trigger10 = animelem = 207 || animelem = 219
trigger11 = animelem = 231 || animelem = 241
trigger12 = animelem = 246
value = 45645,7

[State 4615, Explod]
type = Explod
trigger1 = animelem = 249
anim = 99989
ID = 99989
pos = -20, -12
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
removetime = 355

[State 4615, Explod]
type = Explod
triggerall = time >= 25
triggerall = time <= 170
triggerall = random < 500
trigger1 = (Gametime%10) = 0
anim = 44216
ID = 44216
anim = 9999
facing = Ifelse (random<500, facing,-facing)
pos = 0 , -10+random%20
postype = p1
scale = .2, .2
sprpriority = 4
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = time = 0
anim = 40000
ID = 40000
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 250
value = 50004,0 +random%3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 2
trigger1 = animtime = 0
value = IfElse(random<850,51000 +random%4,60000)

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 3
trigger1 = animtime = 0
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = !AILevel
trigger1 = animtime = 0
value = 50110 + random%3

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 51000

[State 10006, ChangeState]
type = VarSet
trigger1 = time = 1
v = 41
value = 70

;Cum count
[State 10006, ChangeState]
type = VarAdd
trigger1 = time = 0 
v = 44
value = 1


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

[Statedef 50123]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = animelem = 16 || animelem = 24
trigger2 = animelem = 32 || animelem = 40
trigger3 = animelem = 70 || animelem = 78
trigger4 = animelem = 86 || animelem = 94
trigger5 = animelem = 115 || animelem = 123
trigger6 = animelem = 131 || animelem = 139
trigger7 = animelem = 147 || animelem = 156
trigger8 = animelem = 164 || animelem = 174
trigger9 = animelem = 185 || animelem = 195
trigger10 = animelem = 207 || animelem = 219
trigger11 = animelem = 231 || animelem = 241
kill = 0
value = -6
absolute = 1

[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 246
kill = 1
value = -50

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16 || animelem = 24
trigger2 = animelem = 32 || animelem = 40
trigger3 = animelem = 70 || animelem = 78
trigger4 = animelem = 86 || animelem = 94
trigger5 = animelem = 115 || animelem = 123
trigger6 = animelem = 131 || animelem = 139
trigger7 = animelem = 147 || animelem = 156
trigger8 = animelem = 164 || animelem = 174
trigger9 = animelem = 185 || animelem = 195
trigger10 = animelem = 207 || animelem = 219
trigger11 = animelem = 231 || animelem = 241
value = 4218,21 +random%3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 246
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71004

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90014)
;trigger1 = Time = 0 
;value = 90014

;-------------------------------- Normal Cowgirl
;Cowgirl
[Statedef 51001]
type = S
movetype = A
physics = S
anim = 70010
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70015
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 52001

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck1"
value = 50210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck2"
value = 50211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck3"
value = 50212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
trigger1 = command = "FuckCum"
value = 50213
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 51002
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Missionary"
value = 51000
ctrl = 0

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


[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
var(42) = ifelse(var(42)=0,1,0)


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 0
trigger1 = command = "AutoRape"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 1
trigger1 = command = "AutoRape"
anim = 40020
ID = 40020
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


;[State -2, ChangeState]
;type = ChangeState
;triggerall = !AIlevel
;trigger1 = command = "Blowjob"
;value = 43704
;ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = RoundState != 3
trigger1 = time = 0
value = 50210 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) < 3
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 50210 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) > 2
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 50210 +random%4

;--------------------------------
;Cowgirl V
[Statedef 52001]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71010

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90020)
;trigger1 = Time = 0 
;value = 90020

;------------------------------------------------- Cowgirl Speed 1
;Cowgirl Speed 1
[Statedef 50210]
type = S
movetype = A
physics = S
anim = 70011
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70016
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50220

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50213

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 200
trigger1 = animtime = 0
value = 51001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 50211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 50212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50213
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50220]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 5
kill = 0
value = -4
absolute = 1


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 333
value = 4218,21 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71011

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90021)
;trigger1 = Time = 0 
;value = 90021

;--------------------------------- Cowgirl Speed 2
;Cowgirl Speed 2
[Statedef 50211]
type = S
movetype = A
physics = S
anim = 70012
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70017
ID = 43191
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50221

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50213

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 400
trigger1 = animtime = 0
value = 51001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 50210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 50212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50213
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50221]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 5
kill = 0
value = -4
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 333
value = 4218,21 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71012

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90022)
;trigger1 = Time = 0 
;value = 90022

;--------------------------------- Cowgirl Speed 3
;Cowgirl Speed 3
[Statedef 50212]
type = S
movetype = A
physics = S
anim = 70013
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70018
ID = 43193
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50222

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = random > 333
trigger1 = animelem = 4
value = 50000,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50213

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 800
trigger1 = animtime = 0
value = 51001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 50210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 50211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50213
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50222]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

;体力減少
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
kill = 0
value = -4
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 333
value = 4218,21 +random%3


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71013

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90023)
;trigger1 = Time = 0 
;value = 90023

;--------------------------------- Cowgirl Speed Cum
;Cowgirl Cum
[Statedef 50213]
type = S
movetype = A
physics = S
anim = 70014
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70019
ID = 43195
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 9 || animelem = 16
trigger2 = animelem = 33 || animelem = 40
trigger4 = animelem = 58 || animelem = 65
trigger5 = animelem = 83 || animelem = 90
trigger6 = animelem = 97 || animelem = 105
trigger7 = animelem = 113 || animelem = 120
trigger8 = animelem = 127
triggerall = random < 333
time = 10
freq = 120
ampl = -6

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50223

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = animelem = 9 || animelem = 16
trigger2 = animelem = 33 || animelem = 40
trigger3 = animelem = 58 || animelem = 65
trigger4 = animelem = 83 || animelem = 90
trigger5 = animelem = 97 || animelem = 105
trigger6 = animelem = 113 || animelem = 120
trigger7 = animelem = 127
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50002,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 45645,3 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9 || animelem = 16
trigger2 = animelem = 33 || animelem = 40
trigger3 = animelem = 58 || animelem = 65
trigger4 = animelem = 83 || animelem = 90
trigger5 = animelem = 97 || animelem = 105
trigger6 = animelem = 113 || animelem = 120
trigger7 = animelem = 127
value = 45645,7

[State 4615, Explod]
type = Explod
triggerall = time >= 25
triggerall = time <= 170
triggerall = random < 500
trigger1 = (Gametime%10) = 0
anim = 44216
ID = 44216
anim = 9999
facing = Ifelse (random<500, facing,-facing)
pos = 0 , -15+random%10
postype = p1
scale = .2, .2
sprpriority = 4
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = time = 0
anim = 40000
ID = 40000
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 134
value = 50004,0 +random%3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 2
trigger1 = animtime = 0
value = IfElse(random<850,51000 +random%4,60000)

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 3
trigger1 = animtime = 0
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = !AILevel
trigger1 = animtime = 0
value = 50210 + random%3

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 51001

[State 10006, ChangeState]
type = VarSet
trigger1 = time = 1
v = 41
value = 70

;Cum count
[State 10006, ChangeState]
type = VarAdd
trigger1 = time = 0 
v = 44
value = 1

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

[Statedef 50223]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = animelem = 9 || animelem = 16
trigger2 = animelem = 33 || animelem = 40
trigger3 = animelem = 58 || animelem = 65
trigger4 = animelem = 83 || animelem = 90
trigger5 = animelem = 97 || animelem = 105
trigger6 = animelem = 113 || animelem = 120
kill = 0
value = -6
absolute = 1

[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 127
kill = 1
value = -50

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9 || animelem = 16
trigger2 = animelem = 33 || animelem = 40
trigger3 = animelem = 58 || animelem = 65
trigger4 = animelem = 83 || animelem = 90
trigger5 = animelem = 97 || animelem = 105
trigger6 = animelem = 113 || animelem = 120
value = 4218,21 +random%3


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 127
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71014

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90024)
;trigger1 = Time = 0 
;value = 90024

;-------------------------------- Normal Doggystyle
;Doggystyle
[Statedef 51002]
type = S
movetype = A
physics = S
anim = 70020
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70025
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 52002

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck1"
value = 50310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck2"
value = 50311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck3"
value = 50312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
trigger1 = command = "FuckCum"
value = 50313
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Missionary"
value = 51000
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 51001
ctrl = 0

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

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
var(42) = ifelse(var(42)=0,1,0)


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 0
trigger1 = command = "AutoRape"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 1
trigger1 = command = "AutoRape"
anim = 40020
ID = 40020
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


;[State -2, ChangeState]
;type = ChangeState
;triggerall = !AIlevel
;trigger1 = command = "Blowjob"
;value = 43704
;ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = RoundState != 3
trigger1 = time = 0
value = 50310 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) < 3
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 50310 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) > 2
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 50310 +random%4

;--------------------------------
;Doggystyle V
[Statedef 52002]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71020

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90030)
;trigger1 = Time = 0 
;value = 90030

;------------------------------------------------- Doggystyle Speed 1
;Doggystyle Speed 1
[Statedef 50310]
type = S
movetype = A
physics = S
anim = 70021
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70026
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50320

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 10
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50313

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 200
trigger1 = animtime = 0
value = 51002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 50311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 50312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50313
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 6
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 6
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50320]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 10
kill = 0
value = -4
absolute = 1


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger1 = random < 333
value = 4218,21 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71021

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90031)
;trigger1 = Time = 0 
;value = 90031

;--------------------------------- Doggystyle Speed 2
;Doggystyle Speed 2
[Statedef 50311]
type = S
movetype = A
physics = S
anim = 70022
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70027
ID = 43191
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50321

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 10
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50313

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 400
trigger1 = animtime = 0
value = 51002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 50310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 50312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50313
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 5
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 5
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50321]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 10
kill = 0
value = -4
absolute = 1


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger1 = random < 333
value = 4218,21 +random%3


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71022

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90032)
;trigger1 = Time = 0 
;value = 90032

;--------------------------------- Doggystyle Speed 3
;Doggystyle Speed 3
[Statedef 50312]
type = S
movetype = A
physics = S
anim = 70023
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70028
ID = 43193
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50322

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 9
value = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = random > 333
trigger1 = animelem = 9
value = 50000,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50313

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 800
trigger1 = animtime = 0
value = 51002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 50310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 50311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50313
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 5
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 5
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50322]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

;体力減少
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 9
kill = 0
value = -4
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger1 = random < 333
value = 4218,21 +random%3


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71023

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90033)
;trigger1 = Time = 0 
;value = 90033

;--------------------------------- Doggystyle Speed Cum
;Doggystyle Cum
[Statedef 50313]
type = S
movetype = A
physics = S
anim = 70024
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
triggerall = time >= 25
triggerall = time <= 170
triggerall = random < 500
trigger1 = (Gametime%10) = 0
anim = 44216
ID = 44216
anim = 9999
facing = 1
pos = 0 , -20+random%10
postype = p1
scale = .2, .2
sprpriority = 4
ontop = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70029
ID = 43195
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = time = 0
anim = 40000
ID = 40000
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 16 || animelem = 22
trigger2 = animelem = 54 || animelem = 61
trigger3 = animelem = 67 || animelem = 93
trigger4 = animelem = 102 || animelem = 110
trigger5 = animelem = 119 || animelem = 128
trigger6 = animelem = 136 || animelem = 144
triggerall = random < 333
time = 10
freq = 120
ampl = -6

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50323

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = animelem = 16 || animelem = 22
trigger2 = animelem = 54 || animelem = 61
trigger3 = animelem = 67 || animelem = 93
trigger4 = animelem = 102 || animelem = 110
trigger5 = animelem = 119 || animelem = 128
trigger6 = animelem = 136 || animelem = 144
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50002,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 45645,3 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16 || animelem = 22
trigger2 = animelem = 54 || animelem = 61
trigger3 = animelem = 67 || animelem = 93
trigger4 = animelem = 102 || animelem = 110
trigger5 = animelem = 119 || animelem = 128
trigger6 = animelem = 136 || animelem = 144
value = 45645,7

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 150
value = 50004,0 +random%3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 2
trigger1 = animtime = 0
value = IfElse(random<850,51000 +random%4,60000)

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 3
trigger1 = animtime = 0
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = !AILevel
trigger1 = animtime = 0
value = 50310 + random%3

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 51002

[State 10006, ChangeState]
type = VarSet
trigger1 = time = 1
v = 41
value = 70

;Cum count
[State 10006, ChangeState]
type = VarAdd
trigger1 = time = 0 
v = 44
value = 1

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

[Statedef 50323]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = animelem = 16 || animelem = 22
trigger2 = animelem = 54 || animelem = 61
trigger3 = animelem = 67 || animelem = 93
trigger4 = animelem = 102 || animelem = 110
trigger5 = animelem = 119 || animelem = 128
trigger6 = animelem = 136
kill = 0
value = -6
absolute = 1

[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 144
kill = 1
value = -50

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16 || animelem = 22
trigger2 = animelem = 54 || animelem = 61
trigger3 = animelem = 67 || animelem = 93
trigger4 = animelem = 102 || animelem = 110
trigger5 = animelem = 119 || animelem = 128
trigger6 = animelem = 136
value = 4218,21 +random%3


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 144
value = 4218,25 +random%3


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71024

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90034)
;trigger1 = Time = 0 
;value = 90034

;--------------------------------- Normal Press Idle
;Press
[Statedef 51003]
type = S
movetype = A
physics = S
anim = 70030
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 52003

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck1"
value = 50410
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck2"
value = 50411
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck3"
value = 50412
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
trigger1 = command = "FuckCum"
value = 50413
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Missionary"
value = 51000
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 51001
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 51002
ctrl = 0

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

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
var(42) = ifelse(var(42)=0,1,0)


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 0
trigger1 = command = "AutoRape"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 1
trigger1 = command = "AutoRape"
anim = 40020
ID = 40020
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


;[State -2, ChangeState]
;type = ChangeState
;triggerall = !AIlevel
;trigger1 = command = "Blowjob"
;value = 43704
;ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = RoundState != 3
trigger1 = time = 0
value = 50410 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) < 3
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 50410 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) > 2
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 50410 +random%4

;--------------------------------
;Press V
[Statedef 52003]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71030

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90040)
;trigger1 = Time = 0 
;value = 90040

;--------------------------------- Press Speed 1
;Press Speed 1
[Statedef 50410]
type = S
movetype = A
physics = S
anim = 70031
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50420

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50413

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 200
trigger1 = animtime = 0
value = 51003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50210
ctrl = 0


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 50411
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 50412
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50413
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50420]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 333
value = 4218,21 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
kill = 0
value = -4
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71031

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90041)
;trigger1 = Time = 0 
;value = 90041

;--------------------------------- Press Speed 2
;Press Speed 2
[Statedef 50411]
type = S
movetype = A
physics = S
anim = 70032
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50421

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50413

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 400
trigger1 = animtime = 0
value = 51003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50211
ctrl = 0


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 50410
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 50412
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50413
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50421]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 333
value = 4218,21 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
kill = 0
value = -4
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71032

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90042)
;trigger1 = Time = 0 
;value = 90042

;--------------------------------- Press Speed 3
;Press Speed 3
[Statedef 50412]
type = S
movetype = A
physics = S
anim = 70033
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50422

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = random > 333
trigger1 = animelem = 3
value = 50000,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 45645,3 +random%4

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 50413

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 800
trigger1 = animtime = 0
value = 51003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 51003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 50112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 50212
ctrl = 0


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 50312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 50410
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 50411
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 50413
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 3
v = 41
value = Ifelse (random<500, -5 ,-15)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 50422]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 333
value = 4218,21 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
kill = 0
value = -4
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71033

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90043)
;trigger1 = Time = 0 
;value = 90043

;--------------------------------- Press Speed CUM
;Press Speed Cum
[Statedef 50413]
type = S
movetype = A
physics = S
anim = 70034
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 10 || animelem = 55
trigger2 = animelem = 65 || animelem = 74
trigger3 = animelem = 84 || animelem = 131
trigger4 = animelem = 141 || animelem = 149
trigger5 = animelem = 158 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
triggerall = random < 333
time = 10
freq = 120
ampl = -6

[State 6005, PlaySnd]
type = HitAdd
trigger1 = animelem = 10 || animelem = 55
trigger2 = animelem = 65 || animelem = 74
trigger3 = animelem = 84 || animelem = 131
trigger4 = animelem = 141 || animelem = 149
trigger5 = animelem = 158 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
value = 1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 50423

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50002,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 45645,3 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10 || animelem = 55
trigger2 = animelem = 65 || animelem = 74
trigger3 = animelem = 84 || animelem = 131
trigger4 = animelem = 141 || animelem = 149
trigger5 = animelem = 158 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
value = 45645,7

[State 4615, Explod]
type = Explod
trigger1 = animelem = 190
anim = 99989
ID = 99989
pos = -20, -12
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
removetime = 355

[State 4615, Explod]
type = Explod
triggerall = time >= 25
triggerall = time <= 170
triggerall = random < 500
trigger1 = (Gametime%10) = 0
anim = 44216
ID = 44216
anim = 9999
facing = Ifelse (random<500, facing,-facing)
pos = 0 , -10+random%20
postype = p1
scale = .2, .2
sprpriority = 4
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = time = 0
anim = 40000
ID = 40000
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 191
value = 50004,0 +random%3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 2
trigger1 = animtime = 0
value = IfElse(random<850,51000 +random%4,60000)

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 3
trigger1 = animtime = 0
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = !AILevel
trigger1 = animtime = 0
value = 50410 + random%3

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 51003

[State 10006, ChangeState]
type = VarSet
trigger1 = time = 1
v = 41
value = 70

;Cum count
[State 10006, ChangeState]
type = VarAdd
trigger1 = time = 0 
v = 44
value = 1

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

[Statedef 50423]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = animelem = 10 || animelem = 55
trigger2 = animelem = 65 || animelem = 74
trigger3 = animelem = 84 || animelem = 131
trigger4 = animelem = 141 || animelem = 149
trigger5 = animelem = 158 || animelem = 167
trigger6 = animelem = 176
kill = 0
value = -6
absolute = 1

[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 184
kill = 1
value = -50

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10 || animelem = 55
trigger2 = animelem = 65 || animelem = 74
trigger3 = animelem = 84 || animelem = 131
trigger4 = animelem = 141 || animelem = 149
trigger5 = animelem = 158 || animelem = 167
trigger6 = animelem = 176
value = 4218,21 +random%3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 184
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71034

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90044)
;trigger1 = Time = 0 
;value = 90044

;-------------------------------------------- Violent and AI Release

[Statedef 60000]
type = S
movetype = A
physics = S
velset = 0,0
SprPriority = 3

[State -2, ChangeState]
type = VarSet
trigger1 = time = 0
v = 40
value = 20

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89112

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3


[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
trigger1 = time = 0 
value = 0
ctrl = 1





;-------------------------------------------
;-------------------------------------------
;-------------------------------------------
;-------------------------------------------
;------------------------------------------- VIOLENT PHASE



;-------------------------------- VIOLENT GRAB EXPLOD


;-------------------------------------------
;-------------------------------------------
;-------------------------------------------
;-------------------------------------------
;------------------------------------------- VIOLENT PHASE



;-------------------------------- VIOLENT GRAB EXPLOD


[Statedef 75000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0
ctrl = 0
anim = 201134
sprpriority = 2
poweradd = -2000

[State 300,NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5

[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 6000,11

[State 300,NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5


[State 2100, bg]
type = assertspecial
trigger1 = time = [0,30]
flag = nobg
flag2 = nofg

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 6061,]
type = ChangeState
trigger1 = animtime = 0
value = 75001

;-------------------------------- Random Violent Grab
;--------------------------------
;--------------------------------

[Statedef 75001]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 50,0
ctrl = 0
anim = 201135
sprpriority = 2

[State 300,NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 75004

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 75003

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M A F D
affectteam = E
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
hitsound = S10,3
p1facing = 1
p2facing = 1
guard.dist = 0
fall = 1
p1stateno =  75003
p2stateno =  75004


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 75002

;Fail GRAB -----------------------------------
[Statedef 75002]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0
ctrl = 0
anim = 20200
sprpriority = 2

[State xxx, snd]
type = PlaySnd
trigger1 = animelem = 1
value = 267,3

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 6061,]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------- Before sex taunt Violent

[Statedef 75003]
type = S
movetype = A
physics = S
anim = 53302
velset = 0,0
SprPriority = 3

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 60
freq = 120
ampl = -5

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 75004

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 10
value = 1


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 45645,2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
trigger1 = animtime = 0
value = 71000 + random%4

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 71000

[State 865, 2]
type = Varset
trigger1 = time = 0
v = 41
value = 75


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

[Statedef 75004]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 10
kill = 0
value = -200
absolute = 1


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 11,0


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 53303


;--------------------------------- Violent Missionary Idle
;Violent Missionary
[Statedef 71000]
type = S
movetype = A
physics = S
anim = 70000
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 72000

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 2

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck1"
value = 70110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck2"
value = 70111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck3"
value = 70112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
trigger1 = command = "FuckCum"
value = 70113
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Variant1"
value = 71003
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 71002
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 71001
ctrl = 0

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
var(42) = ifelse(var(42)=0,1,0)


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 0
trigger1 = command = "AutoRape"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 1
trigger1 = command = "AutoRape"
anim = 40020
ID = 40020
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;[State -2, ChangeState]
;type = ChangeState
;triggerall = !AIlevel
;trigger1 = command = "Blowjob"
;value = 43704
;ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = RoundState != 3
trigger1 = time = 0
value = 70110 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) < 3
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 70110 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) > 2
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 70110 +random%4

;--------------------------------
;Violent Missionary V
[Statedef 72000]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71000

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90010)
;trigger1 = Time = 0 
;value = 90010

;--------------------------------- Missionary Speed 1
;V Missionary Speed 1
[Statedef 70110]
type = S
movetype = A
physics = S
anim = 80001
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 10
freq = 60
ampl = -2

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 7
anim = 110203
ID = 999
pos = -38, -35
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 7
anim = 110204
ID = 999
pos = 88, -105
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90  

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70120

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 7
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State 1001,]
type = ChangeState
triggerall = random <250
triggerall = AILevel
triggerall = RoundState != 3
triggerall = Var(41) <= 50
trigger1 = animtime = 0
value = 70410

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70113

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 200
trigger1 = animtime = 0
value = 71000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Variant1"
value = 70410
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 70111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 70112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(44) > 2
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70113
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRapeOff"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3


[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = Var(41) > 0
trigger1 = animelem = 6
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 6
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2



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

[Statedef 70120]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 333
value = 4218,25 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 7
kill = 0
value = -8
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81001

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90111)
;trigger1 = Time = 0 
;value = 90111

;--------------------------------- Missionary Speed 2
;V Missionary Speed 2
[Statedef 70111]
type = S
movetype = A
physics = S
anim = 80002
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70121

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 7
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 10
freq = 60
ampl = -2

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 7
anim = 110203
ID = 999
pos = -38, -35
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 7
anim = 110204
ID = 999
pos = 88, -105
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = random <250
triggerall = AILevel
triggerall = RoundState != 3
triggerall = Var(41) <= 50
trigger1 = animtime = 0
value = 70411

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70113

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 400
trigger1 = animtime = 0
value = 71000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Variant1"
value = 70411
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 70110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 70112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70113
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRapeOff"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3


[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = Var(41) > 0
trigger1 = animelem = 5
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 5
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


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

[Statedef 70121]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 333
value = 4218,25 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 7
kill = 0
value = -8
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81002

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90112)
;trigger1 = Time = 0 
;value = 90112

;--------------------------------- Missionary Speed 3
;V Missionary Speed 3
[Statedef 70112]
type = S
movetype = A
physics = S
anim = 80003
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70122

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 10
freq = 60
ampl = -2

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 5
anim = 110203
ID = 999
pos = -38, -35
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 5
anim = 110204
ID = 999
pos = 88, -105
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = random <250
triggerall = AILevel
triggerall = RoundState != 3
triggerall = Var(41) <= 50
trigger1 = animtime = 0
value = 70412

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70113

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 800
trigger1 = animtime = 0
value = 71000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Variant1"
value = 70412
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 70110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 70111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70113
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRapeOff"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = Var(41) > 0
trigger1 = animelem = 3
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 3
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


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

[Statedef 70122]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 333
value = 4218,25 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 5
kill = 0
value = -8
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81003

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90113)
;trigger1 = Time = 0 
;value = 90113

;--------------------------------- Missionary Speed CUM
;V Missionary Cum
[Statedef 70113]
type = S
movetype = A
physics = S
anim = 80004
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b" && !AILevel 
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 16 || animelem = 45
trigger2 = animelem = 52 || animelem = 75
trigger3 = animelem = 81 || animelem = 112
trigger4 = animelem = 122 || animelem = 132
trigger5 = animelem = 140 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
trigger7 = animelem = 191 || animelem = 222
trigger8 = animelem = 230 || animelem = 238
trigger9 = animelem = 246 || animelem = 255
trigger10 = animelem = 5 || animelem = 36
trigger11 = animelem = 66 || animelem = 96
trigger12 = animelem = 154 || animelem = 212
time = 10
freq = 120
ampl = -6

[State 6005, PlaySnd]
type = HitAdd
trigger1 = animelem = 16 || animelem = 45
trigger2 = animelem = 52 || animelem = 75
trigger3 = animelem = 81 || animelem = 112
trigger4 = animelem = 122 || animelem = 132
trigger5 = animelem = 140 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
trigger7 = animelem = 191 || animelem = 222
trigger8 = animelem = 230 || animelem = 238
trigger9 = animelem = 246 || animelem = 255
trigger10 = animelem = 5 || animelem = 36
trigger11 = animelem = 66 || animelem = 96
trigger12 = animelem = 154 || animelem = 212
value = 1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70123

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50003,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5 || animelem = 36
trigger2 = animelem = 66 || animelem = 96
trigger3 = animelem = 154 || animelem = 212
value = 56464,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16 || animelem = 45
trigger2 = animelem = 52 || animelem = 75
trigger3 = animelem = 81 || animelem = 112
trigger4 = animelem = 122 || animelem = 132
trigger5 = animelem = 140 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
trigger7 = animelem = 191 || animelem = 222
trigger8 = animelem = 230 || animelem = 238
trigger9 = animelem = 246 || animelem = 255
value = 45645,7

[State 4615, Explod]
type = Explod
trigger1 = animelem = 135
anim = 99989
ID = 99989
pos = -20, -12
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
removetime = 355

[State 4615, Explod]
type = Explod
triggerall = time >= 25
triggerall = time <= 225
triggerall = random < 500
trigger1 = (Gametime%30) = 0
anim = 44216
ID = 44216
anim = 9999
facing = Ifelse (random<500, facing,-facing)
pos = 0 , -10+random%20
postype = p1
scale = .2, .2
sprpriority = 4
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = time = 0
anim = 40000
ID = 40000
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 16 || animelem = 45
trigger2 = animelem = 52 || animelem = 75
trigger3 = animelem = 81 || animelem = 112
trigger4 = animelem = 122 || animelem = 132
trigger5 = animelem = 140 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
trigger7 = animelem = 191 || animelem = 222
trigger8 = animelem = 230 || animelem = 238
trigger9 = animelem = 246 || animelem = 255
trigger10 = animelem = 5 || animelem = 36
trigger11 = animelem = 66 || animelem = 96
trigger12 = animelem = 154 || animelem = 212
anim = 110201
ID = 999
pos = 0, -8
postype = p1
scale = 1, 1
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 16 || animelem = 45
trigger2 = animelem = 52 || animelem = 75
trigger3 = animelem = 81 || animelem = 112
trigger4 = animelem = 122 || animelem = 132
trigger5 = animelem = 140 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
trigger7 = animelem = 191 || animelem = 222
trigger8 = animelem = 230 || animelem = 238
trigger9 = animelem = 246 || animelem = 255
trigger10 = animelem = 5 || animelem = 36
trigger11 = animelem = 66 || animelem = 96
trigger12 = animelem = 154 || animelem = 212
anim = 110205
ID = 999
pos = 0, -8
postype = p1
scale = 1, 1
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 255
anim = 110195
ID = 999
pos = -250, -300
postype = p1
scale = 3.5, 2.5
sprpriority = 4
ontop = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 258
value = 50004,0 +random%3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 2
trigger1 = animtime = 0
value = IfElse(random<850,71000 +random%4,60000)

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 3
trigger1 = animtime = 0
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = !AILevel
trigger1 = animtime = 0
value = 70110 + random%3

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 71000

[State 10006, ChangeState]
type = VarSet
trigger1 = time = 1
v = 41
value = 70

;Cum count
[State 10006, ChangeState]
type = VarAdd
trigger1 = time = 0 
v = 44
value = 1


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

[Statedef 70123]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = animelem = 16 || animelem = 45
trigger2 = animelem = 52 || animelem = 75
trigger3 = animelem = 81 || animelem = 112
trigger4 = animelem = 122 || animelem = 132
trigger5 = animelem = 140 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
trigger7 = animelem = 191 || animelem = 222
trigger8 = animelem = 230 || animelem = 238
trigger9 = animelem = 246
trigger10 = animelem = 5 || animelem = 36
trigger11 = animelem = 66 || animelem = 96
trigger12 = animelem = 154 || animelem = 212
kill = 0
value = -6
absolute = 1

[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 255
kill = 1
value = -100

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16 || animelem = 45
trigger2 = animelem = 52 || animelem = 75
trigger3 = animelem = 81 || animelem = 112
trigger4 = animelem = 122 || animelem = 132
trigger5 = animelem = 140 || animelem = 167
trigger6 = animelem = 176 || animelem = 184
trigger7 = animelem = 191 || animelem = 222
trigger8 = animelem = 230 || animelem = 238
trigger9 = animelem = 246
trigger10 = animelem = 5 || animelem = 36
trigger11 = animelem = 66 || animelem = 96
trigger12 = animelem = 154 || animelem = 212
value = 4218,25 +random%3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 255
value = 11,0

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81004

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90114)
;trigger1 = Time = 0 
;value = 90114

;-------------------------------- Normal Cowgirl
;V Cowgirl
[Statedef 71001]
type = S
movetype = A
physics = S
anim = 70010
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70015
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 72001

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck1"
value = 70210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck2"
value = 70211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck3"
value = 70212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
trigger1 = command = "FuckCum"
value = 70213
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 71002
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Missionary"
value = 71000
ctrl = 0

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


[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
var(42) = ifelse(var(42)=0,1,0)


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 0
trigger1 = command = "AutoRape"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 1
trigger1 = command = "AutoRape"
anim = 40020
ID = 40020
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


;[State -2, ChangeState]
;type = ChangeState
;triggerall = !AIlevel
;trigger1 = command = "Blowjob"
;value = 43704
;ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = RoundState != 3
trigger1 = time = 0
value = 70210 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) < 3
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 70210 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) > 2
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 70210 +random%4

;--------------------------------
;V Cowgirl V
[Statedef 72001]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71010

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90120)
;trigger1 = Time = 0 
;value = 90120

;------------------------------------------------- Cowgirl Speed 1
;V Cowgirl Speed 1
[Statedef 70210]
type = S
movetype = A
physics = S
anim = 80011
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 80016
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70220

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 10
freq = 60
ampl = -2

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70213

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 200
trigger1 = animtime = 0
value = 71001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 70211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 70212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70213
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70220]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 5
kill = 0
value = -8
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 333
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81011

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90121)
;trigger1 = Time = 0 
;value = 90121

;--------------------------------- Cowgirl Speed 2
;V Cowgirl Speed 2
[Statedef 70211]
type = S
movetype = A
physics = S
anim = 80012
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 80017
ID = 43191
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70221

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 5
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 10
freq = 60
ampl = -2

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70213

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 400
trigger1 = animtime = 0
value = 71001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 70210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 70212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70213
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70221]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 5
kill = 0
value = -8
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 333
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81012

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90122)
;trigger1 = Time = 0 
;value = 90122

;--------------------------------- Cowgirl Speed 3
;V Cowgirl Speed 3
[Statedef 70212]
type = S
movetype = A
physics = S
anim = 80013
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 80018
ID = 43193
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70222

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 10
freq = 60
ampl = -2

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70213

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 800
trigger1 = animtime = 0
value = 71001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71001

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 70210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 70211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70213
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70222]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

;体力減少
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
kill = 0
value = -8
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 333
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81013

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90123)
;trigger1 = Time = 0 
;value = 90123

;--------------------------------- Cowgirl Speed Cum
;V Cowgirl Cum
[Statedef 70213]
type = S
movetype = A
physics = S
anim = 80014
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 80019
ID = 43195
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 13 || animelem = 33
trigger2 = animelem = 39 || animelem = 56
trigger3 = animelem = 62 || animelem = 77
trigger4 = animelem = 84 || animelem = 92
trigger5 = animelem = 100 || animelem = 108
trigger6 = animelem = 124 || animelem = 130
trigger7 = animelem = 137 || animelem = 144
trigger8 = animelem = 151 || animelem = 171
trigger9 = animelem = 179 || animelem = 187
trigger10 = animelem = 195
trigger11 = animelem = 4 || animelem = 26
trigger12 = animelem = 48 || animelem = 70
trigger13 = animelem = 116 || animelem = 172
time = 10
freq = 120
ampl = -6

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70223

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = animelem = 13 || animelem = 33
trigger2 = animelem = 39 || animelem = 56
trigger3 = animelem = 62 || animelem = 77
trigger4 = animelem = 84 || animelem = 92
trigger5 = animelem = 100 || animelem = 108
trigger6 = animelem = 124 || animelem = 130
trigger7 = animelem = 137 || animelem = 144
trigger8 = animelem = 151 || animelem = 171
trigger9 = animelem = 179 || animelem = 187
trigger10 = animelem = 195
trigger11 = animelem = 4 || animelem = 26
trigger12 = animelem = 48 || animelem = 70
trigger13 = animelem = 116 || animelem = 172
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50003,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 26
trigger2 = animelem = 48 || animelem = 70
trigger3 = animelem = 116 || animelem = 172
value = 56464,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13 || animelem = 33
trigger2 = animelem = 39 || animelem = 56
trigger3 = animelem = 62 || animelem = 77
trigger4 = animelem = 84 || animelem = 92
trigger5 = animelem = 100 || animelem = 108
trigger6 = animelem = 124 || animelem = 130
trigger7 = animelem = 137 || animelem = 144
trigger8 = animelem = 151 || animelem = 171
trigger9 = animelem = 179 || animelem = 187
trigger10 = animelem = 195
value = 45645,7

[State 4615, Explod]
type = Explod
triggerall = time >= 25
triggerall = time <= 225
triggerall = random < 500
trigger1 = (Gametime%30) = 0
anim = 44216
ID = 44216
anim = 9999
facing = Ifelse (random<500, facing,-facing)
pos = 0 , -15+random%10
postype = p1
scale = .2, .2
sprpriority = 4
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = time = 0
anim = 40000
ID = 40000
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 4615, Explod]
type = Explod
trigger1 = animelem = 199
anim = 99989
ID = 99989
pos = -20, -18
postype = p1
scale = 1.5, 2.5
sprpriority = 3
ontop = 0
removetime = 355

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 195
anim = 110195
ID = 999
pos = -250, -300
postype = p1
scale = 3.5, 2.5
sprpriority = 4
ontop = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 200
value = 50004,0 +random%3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 2
trigger1 = animtime = 0
value = IfElse(random<850,71000 +random%4,60000)

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 3
trigger1 = animtime = 0
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = !AILevel
trigger1 = animtime = 0
value = 70210 + random%3

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 71001

[State 10006, ChangeState]
type = VarSet
trigger1 = time = 1
v = 41
value = 70

;Cum count
[State 10006, ChangeState]
type = VarAdd
trigger1 = time = 0 
v = 44
value = 1

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

[Statedef 70223]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = animelem = 13 || animelem = 33
trigger2 = animelem = 39 || animelem = 56
trigger3 = animelem = 62 || animelem = 77
trigger4 = animelem = 84 || animelem = 92
trigger5 = animelem = 100 || animelem = 108
trigger6 = animelem = 124 || animelem = 130
trigger7 = animelem = 137 || animelem = 144
trigger8 = animelem = 151 || animelem = 171
trigger9 = animelem = 179 || animelem = 187
trigger11 = animelem = 4 || animelem = 26
trigger12 = animelem = 48 || animelem = 70
trigger13 = animelem = 116 || animelem = 172
kill = 0
value = -6
absolute = 1

[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 195
kill = 1
value = -100

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13 || animelem = 33
trigger2 = animelem = 39 || animelem = 56
trigger3 = animelem = 62 || animelem = 77
trigger4 = animelem = 84 || animelem = 92
trigger5 = animelem = 100 || animelem = 108
trigger6 = animelem = 124 || animelem = 130
trigger7 = animelem = 137 || animelem = 144
trigger8 = animelem = 151 || animelem = 171
trigger9 = animelem = 179 || animelem = 187
trigger11 = animelem = 4 || animelem = 26
trigger12 = animelem = 48 || animelem = 70
trigger13 = animelem = 116 || animelem = 172
value = 4218,25 +random%3


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 195
value = 11,0

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81014

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90124)
;trigger1 = Time = 0 
;value = 90124

;-------------------------------- Normal Doggystyle
;V Doggystyle
[Statedef 71002]
type = S
movetype = A
physics = S
anim = 70020
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 70025
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 72002

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck1"
value = 70310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck2"
value = 70311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck3"
value = 70312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
trigger1 = command = "FuckCum"
value = 70313
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Missionary"
value = 71000
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 71001
ctrl = 0

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

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
var(42) = ifelse(var(42)=0,1,0)


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 0
trigger1 = command = "AutoRape"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 1
trigger1 = command = "AutoRape"
anim = 40020
ID = 40020
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


;[State -2, ChangeState]
;type = ChangeState
;triggerall = !AIlevel
;trigger1 = command = "Blowjob"
;value = 43704
;ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = RoundState != 3
trigger1 = time = 0
value = 70310 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) < 3
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 70310 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) > 2
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 70310 +random%4

;--------------------------------
;V Doggystyle V
[Statedef 72002]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71020

[State 756, 2]
type = Turn
trigger1 = facing = enemy,facing

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90130)
;trigger1 = Time = 0 
;value = 90130

;------------------------------------------------- Doggystyle Speed 1
;V Doggystyle Speed 1
[Statedef 70310]
type = S
movetype = A
physics = S
anim = 80021
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 80026
ID = 43189
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 4615, Explod]
type = Explod
triggerall = random < 333
trigger1 = animelem = 10
anim = 110198
ID = 999
pos = 8, -61
postype = p1
scale = .5, .5
sprpriority = 1
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random < 333
trigger1 = animelem = 10
anim = 110197
ID = 999
pos = 2, -61
postype = p1
scale = .5, .5
sprpriority = 1
ontop = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70320

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 10
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 10
freq = 60
ampl = -2

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70313

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 200
trigger1 = animtime = 0
value = 71002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70210
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 70311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 70312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70313
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 6
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 6
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70320]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 10
kill = 0
value = -8
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger1 = random < 333
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81021

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90131)
;trigger1 = Time = 0 
;value = 90131

;--------------------------------- Doggystyle Speed 2
;V Doggystyle Speed 2
[Statedef 70311]
type = S
movetype = A
physics = S
anim = 80022
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 80027
ID = 43191
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 4615, Explod]
type = Explod
triggerall = random < 333
trigger1 = animelem = 10
anim = 110198
ID = 999
pos = 8, -61
postype = p1
scale = .5, .5
sprpriority = 1
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random < 333
trigger1 = animelem = 10
anim = 110197
ID = 999
pos = 2, -61
postype = p1
scale = .5, .5
sprpriority = 1
ontop = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70321

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 10
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 10
freq = 60
ampl = -2

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70313

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 400
trigger1 = animtime = 0
value = 71002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70211
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 70310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 70312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70313
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 5
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 5
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70321]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 10
kill = 0
value = -8
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger1 = random < 333
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81022

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90132)
;trigger1 = Time = 0 
;value = 90132

;--------------------------------- Doggystyle Speed 3
;V Doggystyle Speed 3
[Statedef 70312]
type = S
movetype = A
physics = S
anim = 80023
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 80028
ID = 43193
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 4615, Explod]
type = Explod
triggerall = random < 333
trigger1 = animelem = 9
anim = 110198
ID = 999
pos = 8, -61
postype = p1
scale = .5, .5
sprpriority = 1
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random < 333
trigger1 = animelem = 9
anim = 110197
ID = 999
pos = 2, -61
postype = p1
scale = .5, .5
sprpriority = 1
ontop = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70322

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 9
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 9
time = 10
freq = 60
ampl = -2

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70313

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 800
trigger1 = animtime = 0
value = 71002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71002

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70212
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 70310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 70311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70313
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 5
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 5
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70322]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

;体力減少
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 9
kill = 0
value = -8
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger1 = random < 333
value = 4218,25 +random%3

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81023

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90133)
;trigger1 = Time = 0 
;value = 90133

;--------------------------------- Doggystyle Speed Cum
;V Doggystyle Cum
[Statedef 70313]
type = S
movetype = A
physics = S
anim = 80024
velset = 0,0
SprPriority = 1

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 4615, Explod]
type = Explod
triggerall = time >= 25
triggerall = time <= 225
triggerall = random < 500
trigger1 = (Gametime%30) = 0
anim = 44216
ID = 44216
anim = 9999
facing = 1
pos = 0 , -20+random%10
postype = p1
scale = .2, .2
sprpriority = 4
ontop = 0

[State 4615, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 80029
ID = 43195
pos = 0, 0
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = time = 0
anim = 40000
ID = 40000
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 19 || animelem = 50
trigger2 = animelem = 57 || animelem = 83
trigger3 = animelem = 90 || animelem = 113
trigger4 = animelem = 123 || animelem = 136
trigger5 = animelem = 146 || animelem = 175
trigger6 = animelem = 184 || animelem = 193
trigger7 = animelem = 202
trigger8 = animelem = 9 || animelem = 42
trigger9 = animelem = 75 || animelem = 108
trigger10 = animelem = 169
time = 10
freq = 120
ampl = -6

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70323

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = animelem = 19 || animelem = 50
trigger2 = animelem = 57 || animelem = 83
trigger3 = animelem = 90 || animelem = 113
trigger4 = animelem = 123 || animelem = 136
trigger5 = animelem = 146 || animelem = 175
trigger6 = animelem = 184 || animelem = 193
trigger7 = animelem = 202
trigger8 = animelem = 9 || animelem = 42
trigger9 = animelem = 75 || animelem = 108
trigger10 = animelem = 169
value = 1


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50003,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9 || animelem = 42
trigger2 = animelem = 75 || animelem = 108
trigger3 = animelem = 169
value = 56464,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19 || animelem = 50
trigger2 = animelem = 57 || animelem = 83
trigger3 = animelem = 90 || animelem = 113
trigger4 = animelem = 123 || animelem = 136
trigger5 = animelem = 146 || animelem = 175
trigger6 = animelem = 184 || animelem = 193
trigger7 = animelem = 202
value = 45645,7

[State 4615, Explod]
type = Explod
trigger1 = animelem = 19 || animelem = 50
trigger2 = animelem = 57 || animelem = 83
trigger3 = animelem = 90 || animelem = 113
trigger4 = animelem = 123 || animelem = 136
trigger5 = animelem = 146 || animelem = 175
trigger6 = animelem = 184 || animelem = 193
trigger7 = animelem = 202
trigger8 = animelem = 9 || animelem = 42
trigger9 = animelem = 75 || animelem = 108
trigger10 = animelem = 169
anim = 110196
ID = 999
pos = 5, -45
postype = p1
scale = .5, .5
sprpriority = 1
ontop = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 213
value = 50004,0 +random%3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 2
trigger1 = animtime = 0
value = IfElse(random<850,71000 +random%4,60000)

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 3
trigger1 = animtime = 0
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = !AILevel
trigger1 = animtime = 0
value = 70310 + random%3

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 71002

[State 10006, ChangeState]
type = VarSet
trigger1 = time = 1
v = 41
value = 70

;Cum count
[State 10006, ChangeState]
type = VarAdd
trigger1 = time = 0 
v = 44
value = 1

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

[Statedef 70323]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = animelem = 19 || animelem = 50
trigger2 = animelem = 57 || animelem = 83
trigger3 = animelem = 90 || animelem = 113
trigger4 = animelem = 123 || animelem = 136
trigger5 = animelem = 146 || animelem = 175
trigger6 = animelem = 184 || animelem = 193
trigger8 = animelem = 9 || animelem = 42
trigger9 = animelem = 75 || animelem = 108
trigger10 = animelem = 169
kill = 0
value = -6
absolute = 1

[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 202
kill = 1
value = -100

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19 || animelem = 50
trigger2 = animelem = 57 || animelem = 83
trigger3 = animelem = 90 || animelem = 113
trigger4 = animelem = 123 || animelem = 136
trigger5 = animelem = 146 || animelem = 175
trigger6 = animelem = 184 || animelem = 193
trigger8 = animelem = 9 || animelem = 42
trigger9 = animelem = 75 || animelem = 108
trigger10 = animelem = 169
value = 4218,25 +random%3


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 202
value = 11,0

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81024

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90134)
;trigger1 = Time = 0 
;value = 90134

;--------------------------------- Normal Press Idle
;V Press
[Statedef 71003]
type = S
movetype = A
physics = S
anim = 70030
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 72003

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck1"
value = 70410
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck2"
value = 70411
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Fuck3"
value = 70412
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
trigger1 = command = "FuckCum"
value = 70413
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Missionary"
value = 71000
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 71001
ctrl = 0


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 71002
ctrl = 0

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

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
var(42) = ifelse(var(42)=0,1,0)


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 0
trigger1 = command = "AutoRape"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


[State 4615, Explod]
type = Explod
triggerall = Var(42) = 1
trigger1 = command = "AutoRape"
anim = 40020
ID = 40020
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2


;[State -2, ChangeState]
;type = ChangeState
;triggerall = !AIlevel
;trigger1 = command = "Blowjob"
;value = 43704
;ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = RoundState != 3
trigger1 = time = 0
value = 70410 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) < 3
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 70410 +random%3

[State 1001,];
type = ChangeState
triggerall = Var(44) > 2
triggerall = AILevel
triggerall = RoundState != 3
trigger1 = time = 0
value = 70410 +random%4

;--------------------------------
;V Press V
[Statedef 72003]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71030

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90140)
;trigger1 = Time = 0 
;value = 90140

;--------------------------------- Press Speed 1
;V Press Speed 1
[Statedef 70410]
type = S
movetype = A
physics = S
anim = 80031
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70420

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 10
freq = 60
ampl = -2

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 4
anim = 110203
ID = 999
pos = -38, -35
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 4
anim = 110204
ID = 999
pos = 88, -105
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70413

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 200
trigger1 = animtime = 0
value = 71003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70110
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70210
ctrl = 0


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70310
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 70411
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 70412
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70413
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70420]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 333
value = 4218,25 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
kill = 0
value = -8
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81031

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90141)
;trigger1 = Time = 0 
;value = 90141

;--------------------------------- Press Speed 2
;V Press Speed 2
[Statedef 70411]
type = S
movetype = A
physics = S
anim = 80032
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70421

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 10
freq = 60
ampl = -2

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 4
anim = 110203
ID = 999
pos = -38, -35
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 4
anim = 110204
ID = 999
pos = 88, -105
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70413

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 400
trigger1 = animtime = 0
value = 71003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70111
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70211
ctrl = 0


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70311
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 70410
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck3"
value = 70412
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70413
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 2
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70421]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 333
value = 4218,25 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
kill = 0
value = -8
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81032

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90142)
;trigger1 = Time = 0 
;value = 90142

;--------------------------------- Press Speed 3
;V Press Speed 3
[Statedef 70412]
type = S
movetype = A
physics = S
anim = 80033
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70422

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 333
value = 50001,0 +random%4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 56464,0 +random%2

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 10
freq = 60
ampl = -2

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 3
anim = 110203
ID = 999
pos = -38, -35
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 3
anim = 110204
ID = 999
pos = 88, -105
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 1001,]
type = ChangeState
triggerall = Var(44) <= 3
triggerall = RoundState != 3
triggerall = Var(41) <= 0
trigger1 = animtime = 0
value = 70413

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = time > 800
trigger1 = animtime = 0
value = 71003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall =! Var(42) = 1
trigger1 = animtime = 0
value = 71003

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Missionary"
value = 70112
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Cowgirl"
value = 70212
ctrl = 0


[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = time > 10
trigger1 = command = "Doggystyle"
value = 70312
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck1"
value = 70410
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "Fuck2"
value = 70411
ctrl = 0

[State -2, ChangeState]
type = ChangeState
triggerall = Var(44) > 2
triggerall = !AIlevel
triggerall = Var(42) = 1
triggerall = animtime = 0
trigger1 = command = "FuckCum"
value = 70413
ctrl = 0

[State 1001, Exit State];
type = ChangeState
triggerall = !AIlevel
triggerall = Var(42) = 1
trigger1 = command = "Release"
value = 60000

[State 1001, Exit State]
type = ChangeState
trigger1 = time = 0
trigger1 = RoundState = 3
value = 60000

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "AutoRape"
v = 42
value = 0

[State 4615, Explod]
type = Explod
triggerall = !AIlevel
triggerall = Var(42) = 0
trigger1 = command = "AutoRapeOff"
anim = 40021
ID = 40021
pos = 0, 0
postype = p1
facing = facing
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -2

;Victim Aggressor Resist

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
v = 41
value = 1 + random%3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
triggerall = enemynear(0), AILevel != 0
trigger1 = (GameTime % 25) = 0
v = 41
value = 3

[State 10006, ChangeState]
type = VarAdd
triggerall = Var(44) < 3
trigger1 = animelem = 3
v = 41
value = Ifelse (random<500, -6 ,-10)

[State 10006, ChangeState]
type = ChangeState
trigger1 = Var(41) >= 100
value = 60000
Ctrl = 1

;Victim Aggressor Resist Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 80
trigger1 =! NumExplod(40001) >= 1
anim = 40001
ID = 40001
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 79
ID = 40001

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 60
trigger1 =! NumExplod(40002) >= 1
anim = 40002
ID = 40002
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 59
trigger2 = Var(41) >= 80
ID = 40002

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 40
trigger1 =! NumExplod(40003) >= 1
anim = 40003
ID = 40003
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 39
trigger2 = Var(41) >= 60
ID = 40003

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) >= 20
trigger1 =! NumExplod(40004) >= 1
anim = 40004
ID = 40004
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) <= 19
trigger2 = Var(41) >= 40
ID = 40004

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
triggerall = Var(41) <= 19
trigger1 =! NumExplod(40005) >= 1
anim = 40005
ID = 40005
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = Var(41) >= 20
ID = 40005

;Futanari Victim Attack Defense Explod

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = animelem = 2
anim = 40006
ID = 40006
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = Enemy,Command = "x"
trigger2 = Enemy,Command = "y"
anim = 40007
ID = 40007
pos = 0, 0
facing = -Facing
postype = p1
scale = .5, .5
sprpriority = 4
ontop = 0
bindtime = -1
removetime = -2

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

[Statedef 70422]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 333
value = 4218,25 +random%3

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
kill = 0
value = -8
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81033

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90143)
;trigger1 = Time = 0 
;value = 90143

;--------------------------------- Press Speed CUM
;V Press Speed Cum
[Statedef 70413]
type = S
movetype = A
physics = S
anim = 80034
velset = 0,0
SprPriority = 3

[State xxx, snd]
type = Trans
trigger1 = time > 0
trans = none

[State -2, ChangeState]
type = VarSet
trigger1 = !AILevel && command = "Transparency"
trigger2 = enemynear(0), AILevel = 0 && Enemy,command = "b"
var(43) = ifelse(var(43)=0,1,0)

[State 1120, Position]
type = Trans
triggerall = Var(43) = 1
trigger1 = time > 0
trans = add 
alpha = 170,90 

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 12 || animelem = 19
trigger2 = animelem = 38 || animelem = 46
trigger3 = animelem = 64 || animelem = 72
trigger4 = animelem = 95 || animelem = 103
trigger5 = animelem = 114 || animelem = 136
trigger6 = animelem = 146 || animelem = 155
trigger7 = animelem = 180 || animelem = 188
trigger8 = animelem = 196 || animelem = 201
trigger9 = animelem = 3 || animelem = 31
trigger10 = animelem = 57 || animelem = 84
trigger11 = animelem = 127 || animelem = 170
time = 10
freq = 120
ampl = -6

[State 6005, PlaySnd]
type = HitAdd
trigger1 = animelem = 12 || animelem = 19
trigger2 = animelem = 38 || animelem = 46
trigger3 = animelem = 64 || animelem = 72
trigger4 = animelem = 95 || animelem = 103
trigger5 = animelem = 114 || animelem = 136
trigger6 = animelem = 146 || animelem = 155
trigger7 = animelem = 180 || animelem = 188
trigger8 = animelem = 196 || animelem = 201
trigger9 = animelem = 3 || animelem = 31
trigger10 = animelem = 57 || animelem = 84
trigger11 = animelem = 127 || animelem = 170
value = 1

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 70423

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 50003,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 || animelem = 31
trigger2 = animelem = 57 || animelem = 84
trigger3 = animelem = 127 || animelem = 170
value = 56464,0 +random%2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12 || animelem = 19
trigger2 = animelem = 38 || animelem = 46
trigger3 = animelem = 64 || animelem = 72
trigger4 = animelem = 95 || animelem = 103
trigger5 = animelem = 114 || animelem = 136
trigger6 = animelem = 146 || animelem = 155
trigger7 = animelem = 180 || animelem = 188
trigger8 = animelem = 196 || animelem = 201
value = 45645,7

[State 4615, Explod]
type = Explod
trigger1 = animelem = 204
anim = 99989
ID = 99989
pos = -20, -12
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
removetime = 355

[State 4615, Explod]
type = Explod
triggerall = time >= 25
triggerall = time <= 225
triggerall = random < 500
trigger1 = (Gametime%30) = 0
anim = 44216
ID = 44216
anim = 9999
facing = Ifelse (random<500, facing,-facing)
pos = 0 , -10+random%20
postype = p1
scale = .2, .2
sprpriority = 4
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = Var(44) < 3
trigger1 = time = 0
anim = 40000
ID = 40000
pos = 0, 0
facing = facing
postype = p1
scale = .5, .5
sprpriority = 3
ontop = 0
bindtime = -1
removetime = -1

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 12 || animelem = 19
trigger2 = animelem = 38 || animelem = 46
trigger3 = animelem = 64 || animelem = 72
trigger4 = animelem = 95 || animelem = 103
trigger5 = animelem = 114 || animelem = 136
trigger6 = animelem = 146 || animelem = 155
trigger7 = animelem = 180 || animelem = 188
trigger8 = animelem = 196 || animelem = 201
trigger9 = animelem = 3 || animelem = 31
trigger10 = animelem = 57 || animelem = 84
trigger11 = animelem = 127 || animelem = 170
anim = 110201
ID = 999
pos = 0, -12
postype = p1
scale = 1, 1
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 12 || animelem = 19
trigger2 = animelem = 38 || animelem = 46
trigger3 = animelem = 64 || animelem = 72
trigger4 = animelem = 95 || animelem = 103
trigger5 = animelem = 114 || animelem = 136
trigger6 = animelem = 146 || animelem = 155
trigger7 = animelem = 180 || animelem = 188
trigger8 = animelem = 196 || animelem = 201
trigger9 = animelem = 3 || animelem = 31
trigger10 = animelem = 57 || animelem = 84
trigger11 = animelem = 127 || animelem = 170
anim = 110205
ID = 999
pos = 0, -12
postype = p1
scale = 1, 1
sprpriority = 3
ontop = 0

[State 4615, Explod]
type = Explod
triggerall = random > 333
trigger1 = animelem = 201
anim = 110195
ID = 999
pos = -250, -300
postype = p1
scale = 3.5, 2.5
sprpriority = 4
ontop = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 205
value = 50004,0 +random%3

[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 2
trigger1 = animtime = 0
value = IfElse(random<850,71000 +random%4,60000)

[State -2, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = RoundState = 3
trigger1 = animtime = 0
value = 60000

[State -2, ChangeState]
type = ChangeState
triggerall = Var(42) = 1
triggerall = !AILevel
trigger1 = animtime = 0
value = 70410 + random%3

[State -2, ChangeState]
type = ChangeState
triggerall = !AILevel
trigger1 = animtime = 0
value = 71003

[State 10006, ChangeState]
type = VarSet
trigger1 = time = 1
v = 41
value = 70

;Cum count
[State 10006, ChangeState]
type = VarAdd
trigger1 = time = 0 
v = 44
value = 1

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

[Statedef 70423]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 6207, LifeAdd]
type = LifeAdd
trigger1 = animelem = 12 || animelem = 19
trigger2 = animelem = 38 || animelem = 46
trigger3 = animelem = 64 || animelem = 72
trigger4 = animelem = 95 || animelem = 103
trigger5 = animelem = 114 || animelem = 136
trigger6 = animelem = 146 || animelem = 155
trigger7 = animelem = 180 || animelem = 188
trigger8 = animelem = 196
trigger9 = animelem = 3 || animelem = 31
trigger10 = animelem = 57 || animelem = 84
trigger11 = animelem = 127 || animelem = 170
kill = 0
value = -6
absolute = 1

[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 201
kill = 1
value = -100

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12 || animelem = 19
trigger2 = animelem = 38 || animelem = 46
trigger3 = animelem = 64 || animelem = 72
trigger4 = animelem = 95 || animelem = 103
trigger5 = animelem = 114 || animelem = 136
trigger6 = animelem = 146 || animelem = 155
trigger7 = animelem = 180 || animelem = 188
trigger8 = animelem = 196
trigger9 = animelem = 3 || animelem = 31
trigger10 = animelem = 57 || animelem = 84
trigger11 = animelem = 127 || animelem = 170
value = 4218,25 +random%3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 201
value = 11,0

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 81034

;[State 756, 2]
;type = ChangeAnim
;triggerall = enemynear,var(44) >= 3
;triggerall = SelfAnimExist(90144)
;trigger1 = Time = 0 
;value = 90144

;-------------------------------------------- Violent and AI Release

[Statedef 80000]
type = S
movetype = A
physics = S
velset = 0,0
SprPriority = 3

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 16002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89112

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3


[State 1120, Position]
type = PosSet
trigger1 = time = 100
y = 0

[State -2, ChangeState]
type = ChangeState
trigger1 = time = 0 
value = 0
ctrl = 1