;==========================================================================
;対戦とは直接関係無いステート
;==========================================================================
;イントロ
;==========================================================================
;イントロ分岐
[Statedef 190]
type = S

[State 190, モードセレクト]
type = Null;Helper
triggerall = NumHelper(17500) = 0
trigger1 = numpartner = 0
trigger2 = numpartner = 1
trigger2 = ID<partner,ID
trigger2 = time = 0
trigger3 = numpartner = 1
trigger3 = ID>partner,ID
trigger3 = (partner,name != "Felicia") && (partner,authorname != "misao")
trigger3 = time = 0
name = "MODE"
ID = 17500
pos = 10, 5
postype = Back
stateno = 17500+(random%2)

[State 190, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 191+(random%3)

;---------------------------------------------------------------------------
;イントロ(シスター)
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 音声]
type = PlaySnd
trigger1 = AnimElem = 10
value = 190
channel = 0

[State 191, 音声]
type = PlaySnd
trigger1 = AnimElem = 9
value = 191

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;イントロ(鼠捕獲)
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 192, 鼠]
type = Explod
trigger1 = time = 0
anim = 10100
postype = p1
pos = -60, 0
velocity = 0, 0
removetime = 100

[State 192, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 192, 音声]
type = PlaySnd
trigger1 = AnimElem = 12
value = 190
channel = 0

[State 192, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;===========================================================================
;猫変化
[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 193, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 193, ﾋﾞﾘﾋﾞﾘ]
type = Explod
trigger1 = AnimElem = 12
anim = 10110
postype = p1
pos = 0, -240
velocity = 0, 0
removetime = 50

[State 193, 音声];本当は無いけど寂しいので
type = PlaySnd
trigger1 = AnimElem = 7
value = 182

[State 193, 音声]
type = PlaySnd
trigger1 = AnimElem = 14
value = 192
channel = 0

[State 193, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;===========================================================================
;勝利ポーズ
;===========================================================================
;勝利ポーズ分岐
[Statedef 180]
type = S

[State 180,ChangeState]; Demon Mai Finisher 1
type = ChangeState
triggerall = roundstate = 4  && enemy,stateno = 32150 
trigger1 = time > 1
value = 32151

[State 180, 完全勝利]
type = ChangeState
triggerall = Life = LifeMax
trigger1 = time = 0
value = 179

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181+(random%5)

;---------------------------------------------------------------------------
;勝利ポーズ（いえーい）
[Statedef 179]
type = S
ctrl = 0
anim = 900
velset = 0,0

[State 179, 音声]
type = PlaySnd
triggerall = Anim = 900
trigger1 = AnimElem = 3
value = 179
channel = 0

[State 179]
type = ChangeAnim
triggerall = Anim = 900
trigger1 = AnimTime = 0
value = 0

[State 179, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;勝利ポーズ（後ろを向く）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 180,ChangeState]; Demon Mai Finisher 1
type = ChangeState
triggerall = roundstate = 4  && enemy,stateno = 32150 
trigger1 = time > 1
value = 32151

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

;---------------------------------------------------------------------------
;勝利ポーズ（猫変身）
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 180,ChangeState]; Demon Mai Finisher 1
type = ChangeState
triggerall = roundstate = 4  && enemy,stateno = 32150 
trigger1 = time > 1
value = 32151

[State 182, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 音声]
type = PlaySnd
trigger1 = AnimElem = 17
value = 182
channel = 0

;---------------------------------------------------------------------------
;勝利ポーズ（ノンノ落下）
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 180,ChangeState]; Demon Mai Finisher 1
type = ChangeState
triggerall = roundstate = 4  && enemy,stateno = 32150 
trigger1 = time > 1
value = 32151

[State 183]
type = Turn
triggerall = Time = 0
trigger1 = BackEdgeDist <= 60

[State 183, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183, !]
type = Explod
trigger1 = AnimElem = 8
anim = 10105
postype = p1
pos = 40, -95
velocity = 0, 0
removetime = 20

[State 183,ノンノ（ボール）]
type = Helper
trigger1 = AnimElem = 8
name = "nonno"
pos = -60, -250
postype = p1
stateno = 11010
ownpal = 1

[State 183] 
type = AssertSpecial 
Trigger1 = Time = [0,330] 
flag = RoundNotOver 

;-------------------------------------------------------------------------------
; Futa Get Close
[Statedef 32151]
type = S
ctrl = 0
anim = 20
velset = const(velocity.walk.fwd.x),0
facep2 = 1
sprpriority = 3

[State 0, Turn]
type = Turn
trigger1 = facing = enemy, facing

[State 181]
type = VelSet
trigger1 = abs(pos x - enemynear,pos x) < 75
x = 0

[State 757, 2]
type = ChangeState
trigger1 = abs(pos x - enemynear,pos x) < 75
value = 32153

[State 181, AssertSpecial]
type = AssertSpecial
Trigger1 = Time > 0
flag = RoundNotOver

; Futa Breeding 
[Statedef 32153]
type = S
ctrl = 0
anim = 70064
velset = 0,0

[State 0, PosSet]; Futa Position
type = PosSet
trigger1 = time = 0
y = 0
x = Enemynear,Pos X

[State 0, PlaySnd]; Sex penetration sounds
type = PlaySnd
triggerall = time < 450
trigger1 = animelem = 4
value = 45654,0 + random%12

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = RoundNotOver

; Girl Being Breed 
[Statedef 33153]
type = S
ctrl = 0
velset = 0,0

[State 757, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 71064

[State 0, PosSet]; Futa Position
type = PosSet
trigger1 = time = 0
y = 0

[State 0, PlaySnd]; Sex Victim Sound
type = PlaySnd
triggerall = time < 450
trigger1 = animelem = 4 && random < 300
value = 4218,25 +random%3

;----------------------------------
;ノンノ
[Statedef 11010]
type    = A
physics = N
ctrl    = 0
anim    = 10816
velset  = 0,4

[State 11010]
type = VelAdd
trigger1 = 1
y = 0.15

[State 11010]
type = ChangeState
trigger1 = Pos Y >= 0
value = 11011

;--------------------------------------------------------
[Statedef 11011]
type    = A
physics = N
ctrl    = 0
anim    = 10817
velset  = 0,0

[State 11011, 音声]
type = PlaySnd
trigger1 = time = 1
value = 11001
channel = 3

[State 11011]
type = ChangeAnim
triggerall = Anim = 10817
trigger1 = AnimTime = 0
value = 10818

[State 11011]
type = VelSet
triggerall = Anim = 10818
trigger1 = AnimElem = 2
y = -8.25

[State 11011]
type = VelAdd
triggerall = Anim = 10818
trigger1 = AnimElemNo(0) >= 2
y = 0.4

[State 11011]
type = ChangeState
triggerall = anim = 10818
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11012

;-----------------------------------------------------
[Statedef 11012]
type    = A
physics = N
ctrl    = 0
anim    = 10817
velset  = 0,0

[State 11012]
type = PosSet
trigger1 = Time = 0
y = 3

[State 11012, 音声]
type = PlaySnd
trigger1 = time = 1
value = 11001
channel = 3

[State 11012]
type = ChangeAnim
triggerall = Anim = 10817
trigger1 = AnimTime = 0
value = 10818

[State 11012]
type = VelSet
triggerall = Anim = 10818
trigger1 = AnimElem = 2
y = -4

[State 11012]
type = VelAdd
triggerall = Anim = 10818
trigger1 = AnimElemNo(0) >= 2
y = 0.4

[State 11012]
type = ChangeState
triggerall = anim = 10818
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11013

;-----------------------------------------------------
[Statedef 11013]
type    = A
physics = N
ctrl    = 0
anim    = 10817
velset  = 0,0

[State 11013]
type = PosSet
trigger1 = Time = 0
y = 3

[State 11013, 音声]
type = PlaySnd
trigger1 = time = 1
value = 11001
channel = 3

[State 11013]
type = ChangeAnim
triggerall = Anim = 10817
trigger1 = AnimTime = 0
value = 10818

[State 11013]
type = VelSet
triggerall = Anim = 10818
trigger1 = AnimElem = 2
y = -2.5

[State 11013]
type = VelAdd
triggerall = Anim = 10818
trigger1 = AnimElemNo(0) >= 2
y = 0.4

[State 11013]
type = ChangeState
triggerall = anim = 10818
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 11014

;---------------------------------------------
[Statedef 11014]
type    = A
physics = N
ctrl    = 0
anim    = 11011
velset  = 0,0

[State 11014]
type = PosSet
trigger1 = 1
y = 3

[State 11014, 音声]
type = PlaySnd
trigger1 = time = 1
value = 11001
channel = 3

[State 11014, ボール上]
type = Explod
trigger1 = AnimElem = 4
anim = 11010
postype = p1
pos = 0, 3
velocity = 0, 0
removetime = -1;20
sprpriority = 10
shadow = 16, 16, 16

[State 11014, ノンノ]
type = Explod
trigger1 = AnimElem = 4
anim = 20184
postype = p1
pos = 0, 0
velocity = 0, 0
removetime = -1;20
shadow = 16, 16, 16
ontop = 1

;[State 11014]
;type = DestroySelf
;trigger1 = time >= 138

;---------------------------------------------------------------------------
;勝利ポーズ（鼠成功）
[Statedef 184]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 184
velset = 0,0

[State 180,ChangeState]; Demon Mai Finisher 1
type = ChangeState
triggerall = roundstate = 4  && enemy,stateno = 32150 
trigger1 = time > 1
value = 32151


[State 184, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 20
value = 40

[State 184]
type = turn
triggerall = time = 0
trigger1 = FrontEdgeDist < 90

[State 184, !]
type = Explod
trigger1 = AnimElem = 9
anim = 10106
postype = p1
pos = -40, -105
velocity = 0, 0
removetime = 16

[State 184, 鼠]
type = Explod
trigger1 = AnimElem = 1, = 2
anim = 10101
postype = p1
pos = 130, 0
velocity = 0, 0

[State 184, 鼠(!)]
type = Explod
trigger1 = AnimElem = 10
anim = 10105
postype = p1
pos = 135, -17
velocity = 0, 0
removetime = 16

[State 184]
type = AssertSpecial 
Trigger1 = Time = [0,270] 
flag = RoundNotOver 

[State 184, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = VelAdd
trigger1 = StateType = A
y = 0.9

[State 184]
type = StateTypeSet
trigger1 = AnimElem = 15
StateType = A

[State 184]
type = StateTypeSet
trigger1 = AnimElem = 21
StateType = C

[State 184]
type = VelSet
trigger1 = AnimElem = 15
x = 4
y = -9
 
[State 184]
type = VelSet
trigger1 = AnimElem = 21
x = 0
y = 0

[State 184]
type = PosSet
trigger1 = AnimElem >= 21
y = 0

;---------------------------------------------------------------------------
;勝利ポーズ（鼠失敗）
[Statedef 185]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 185
velset = 0,0

[State 185, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 20
value = 40

[State 185]
type = turn
triggerall = time = 0
trigger1 = FrontEdgeDist < 90

[State 185, !]
type = Explod
trigger1 = AnimElem = 9
anim = 10106
postype = p1
pos = -40, -105
velocity = 0, 0
removetime = 16

[State 185, 鼠]
type = Explod
trigger1 = AnimElem = 1
ID = 185
anim = 10102
postype = p1
pos = 130, 0
scale = 0.9, 1
;velocity = 0, 0

[State 185, 鼠(!)]
type = Explod
trigger1 = AnimElem = 10, = 9
anim = 10105
postype = p1
pos = 135, -17
velocity = 0, 0
removetime = 16

[State 185]
type = ModifyExplod
trigger1 = AnimElem = 20
ID = 185
postype = p1
pos = 62, 0
velocity = -1.75, -7
accel = 0, 0.4
sprpriority = 3

[State 185]
type = ModifyExplod
trigger1 = AnimElem = 25
ID = 185
vel = 0, 0
accel = 0, 0
pos = 27, -54
postype = p1
sprpriority = 3

[State 185]
type = AssertSpecial 
Trigger1 = Time = [0,320] 
flag = RoundNotOver 

[State 185, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 185]
type = VelAdd
trigger1 = StateType = A
y = 0.9

[State 185]
type = StateTypeSet
trigger1 = AnimElem = 15
StateType = A

[State 185]
type = StateTypeSet
trigger1 = AnimElem = 20
StateType = C

[State 185]
type = VelSet
trigger1 = AnimElem = 15
x = 4
y = -7
 
[State 185]
type = VelSet
trigger1 = AnimElem = 20
x = 0
y = 0

[State 184]
type = PosSet
trigger1 = AnimElem >= 20
y = 0

;==========================================================================
;タイムオーバー（負け）
;==========================================================================
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;==========================================================================
; スペシャルストックゲージ
;==========================================================================
[Statedef 17000]
physics = N
velset = 0,0
anim = 17001
ctrl = 0
sprpriority = -5

[State 17000]
type = RemoveExplod
triggerall = var(1) != Floor(Root,Power * 0.001)
trigger1 = NumExplod(17000)
ID = 17000

[State 17000]
type = RemoveExplod
triggerall = var(1) != Floor(Root,Power * 0.001)
trigger1 = NumExplod(17001)
ID = 17001

[State 17000]
type = RemoveExplod
triggerall = var(1) != Floor(Root,Power * 0.001)
trigger1 = NumExplod(17002)
ID = 17002

[State 17000]
type = RemoveExplod
triggerall = var(1) != Floor(Root,Power * 0.001)
trigger1 = NumExplod(17003)
ID = 17003

[State 17000, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 17000, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 17000, 飾り]
type = Explod
trigger1 = NumExplod(17002) = 0
anim = 17002
ID = 17002
pos = IfElse((Root,TeamSide=2),2,0),220
postype = Back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000, 枠]
type = Explod
trigger1 = NumExplod(17000) = 0
anim = 17000
ID = 17000
pos = IfElse((Root,TeamSide=2),2,0),220
postype = Back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000, バー]
type = Explod
trigger1 = NumExplod(17003) = 0
anim = 17003
ID = 17003
pos = IfElse((Root,TeamSide=2),157,156),220
postype = Back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000, 枠]
type = Explod
trigger1 = NumExplod(17001) = 0
anim = 17001
ID = 17001
pos = IfElse((Root,TeamSide=2),2,0),220
postype = Back
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

;----------(1の位)-------------------------------------------------

[State 17000,0消滅]
type = RemoveExplod
triggerall = NumExplod(17004)
trigger1 = var(1)%10 != 0
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17004
IgnoreHitPause = 1

[State 17000,1消滅]
type = RemoveExplod
triggerall = NumExplod(17005)
trigger1 = var(1)%10 != 1
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17005
IgnoreHitPause = 1

[State 17000,2消滅]
type = RemoveExplod
triggerall = NumExplod(17006)
trigger1 = var(1)%10 != 2
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17006
IgnoreHitPause = 1

[State 17000,3消滅]
type = RemoveExplod
triggerall = NumExplod(17007)
trigger1 = var(1)%10 != 3
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17007
IgnoreHitPause = 1

[State 17000,4消滅]
type = RemoveExplod
triggerall = NumExplod(17008)
trigger1 = var(1)%10 != 4
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17008
IgnoreHitPause = 1

[State 17000,5消滅]
type = RemoveExplod
triggerall = NumExplod(17009)
trigger1 = var(1)%10 != 5
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17009
IgnoreHitPause = 1

[State 17000,6消滅]
type = RemoveExplod
triggerall = NumExplod(17010)
trigger1 = var(1)%10 != 6
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17010
IgnoreHitPause = 1

[State 17000,7消滅]
type = RemoveExplod
triggerall = NumExplod(17011)
trigger1 = var(1)%10 != 7
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17011
IgnoreHitPause = 1

[State 17000,8消滅]
type = RemoveExplod
triggerall = NumExplod(17012)
trigger1 = var(1)%10 != 8
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17012
IgnoreHitPause = 1

[State 17000,9消滅]
type = RemoveExplod
triggerall = NumExplod(17013)
trigger1 = var(1)%10 != 9
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17013
IgnoreHitPause = 1

;----------(10の位)------------------------------------------------

[State 17000,1消滅]
type = RemoveExplod
triggerall = NumExplod(17015)
trigger1 = var(1) != [10, 19]
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17015
IgnoreHitPause = 1

[State 17000,2消滅]
type = RemoveExplod
triggerall = NumExplod(17016)
trigger1 = var(1) != [20, 29]
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17016
IgnoreHitPause = 1

[State 17000,3消滅]
type = RemoveExplod
triggerall = NumExplod(17017)
trigger1 = var(1) != [30, 39]
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17017
IgnoreHitPause = 1

[State 17000,4消滅]
type = RemoveExplod
triggerall = NumExplod(17018)
trigger1 = var(1) != [40, 49]
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17018
IgnoreHitPause = 1

[State 17000,5消滅]
type = RemoveExplod
triggerall = NumExplod(17019)
trigger1 = var(1) != [50, 59]
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17019
IgnoreHitPause = 1

[State 17000,6消滅]
type = RemoveExplod
triggerall = NumExplod(17020)
trigger1 = var(1) != [60, 69]
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17020
IgnoreHitPause = 1

[State 17000,7消滅]
type = RemoveExplod
triggerall = NumExplod(17021)
trigger1 = var(1) != [70, 79]
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17021
IgnoreHitPause = 1

[State 17000,8消滅]
type = RemoveExplod
triggerall = NumExplod(17022)
trigger1 = var(1) != [80, 89]
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17022
IgnoreHitPause = 1

[State 17000,9消滅]
type = RemoveExplod
triggerall = NumExplod(17023)
trigger1 = var(1) < 90
trigger2 = var(1) != Floor(Root,Power * 0.001)
ID = 17023
IgnoreHitPause = 1

[State 17000, 端数記憶]
type = VarSet
trigger1 = 1
var(0) = Root,Power - (Floor(Root,Power * 0.001) * 1000)
IgnoreHitPause = 1

[State 17000, 端数記憶(MAXの場合)]
type = VarSet
trigger1 = Root,Power >= 99000
var(0) = 1000
IgnoreHitPause = 1

[State 17000, 整数記憶]
type = VarSet
trigger1 = 1
var(1) = Floor(Root,Power * 0.001)
IgnoreHitPause = 1

;----------(1の位)-------------------------------------------------

[State 17000,0]
type = Explod
triggerall = var(1)%10 = 0
trigger1 = NumExplod(17004) = 0
anim = 17004
ID = 17004
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,1]
type = Explod
triggerall = var(1)%10 = 1
trigger1 = NumExplod(17005) = 0
anim = 17005
ID = 17005
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),301,11),IfElse((Root,TeamSide=2),298,7)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,2]
type = Explod
triggerall = var(1)%10 = 2
trigger1 = NumExplod(17006) = 0
anim = 17006
ID = 17006
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,3]
type = Explod
triggerall = var(1)%10 = 3
trigger1 = NumExplod(17007) = 0
anim = 17007
ID = 17007
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,4]
type = Explod
triggerall = var(1)%10 = 4
trigger1 = NumExplod(17008) = 0
anim = 17008
ID = 17008
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,5]
type = Explod
triggerall = var(1)%10 = 5
trigger1 = NumExplod(17009) = 0
anim = 17009
ID = 17009
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,6]
type = Explod
triggerall = var(1)%10 = 6
trigger1 = NumExplod(17010) = 0
anim = 17010
ID = 17010
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,7]
type = Explod
triggerall = var(1)%10 = 7
trigger1 = NumExplod(17011) = 0
anim = 17011
ID = 17011
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,8]
type = Explod
triggerall = var(1)%10 = 8
trigger1 = NumExplod(17012) = 0
anim = 17012
ID = 17012
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,9]
type = Explod
triggerall = var(1)%10 = 9
trigger1 = NumExplod(17013) = 0
anim = 17013
ID = 17013
pos = IfElse((var(1)>=10),IfElse((Root,TeamSide=2),303,13),IfElse((Root,TeamSide=2),300,9)),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

;----------(10の位)-------------------------------------------------

[State 17000,1]
type = Explod
triggerall = var(1) = [10, 19]
trigger1 = NumExplod(17015) = 0
anim = 17005
ID = 17015
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,2]
type = Explod
triggerall = var(1) = [20, 29]
trigger1 = NumExplod(17016) = 0
anim = 17006
ID = 17016
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,3]
type = Explod
triggerall = var(1) = [30, 39]
trigger1 = NumExplod(17017) = 0
anim = 17007
ID = 17017
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,4]
type = Explod
triggerall = var(1) = [40, 49]
trigger1 = NumExplod(17018) = 0
anim = 17008
ID = 17018
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,5]
type = Explod
triggerall = var(1) = [50, 59]
trigger1 = NumExplod(17019) = 0
anim = 17009
ID = 17019
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,6]
type = Explod
triggerall = var(1) = [60, 69]
trigger1 = NumExplod(17020) = 0
anim = 17010
ID = 17020
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,7]
type = Explod
triggerall = var(1) = [70, 79]
trigger1 = NumExplod(17021) = 0
anim = 17011
ID = 17021
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,8]
type = Explod
triggerall = var(1) = [80, 89]
trigger1 = NumExplod(17022) = 0
anim = 17012
ID = 17022
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 17000,9]
type = Explod
triggerall = var(1) >= 90
trigger1 = NumExplod(17023) = 0
anim = 17013
ID = 17023
pos = IfElse((Root,TeamSide=2),294,4),219
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.9, 1
sprpriority = 3
ontop = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 1

;---------------------------------------------------------------------
[State 17000, バー伸縮]
type = ModifyExplod
trigger1 = 1
scale = 0+(var(0)*0.00092),1.2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
ontop = 3
ID = 17003
IgnoreHitPause = 1
Persistent = 1

;==========================================================================
; 勝利アナウンス
;==========================================================================
[Statedef 19000]
physics = N
velset = 0,0
anim = 19000
ctrl = 0
sprpriority = -5

[State 19000, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19000, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 19000, FINISH]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Root,Var(16) = 1
anim = IfElse((Root,TeamSide=1),19000,19001)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19000, SPECIALFINISH]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Root,Var(16) = 2
anim = IfElse((Root,TeamSide=1),19002,19003)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19000, ESFINISH]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Root,Var(16) = 3
anim = IfElse((Root,TeamSide=1),19004,18999)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19000, EXFINISH]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Root,Var(16) = 4
anim = IfElse((Root,TeamSide=1),19006,19007)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19000, CHEAPFINISH]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Root,Var(16) = 5
anim = IfElse((Root,TeamSide=1),19008,19009)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19000, DARKFORCE]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Root,Var(16) = 6
anim = IfElse((Root,TeamSide=1),19010,19011)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

;==========================================================================
; FARSTATTACK
;==========================================================================
[Statedef 19001]
physics = N
velset = 0,0
anim = 19000
ctrl = 0
sprpriority = -5

[State 19001, うえだー！！]
type = PlaySnd
trigger1 = Time = 3
value = 19000, 0
volume = 255
channel = -1

[State 19001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 19001, FARSTATTACK]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Time = 0
anim = IfElse((Root,TeamSide=1),19012,19013)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19001]
type = ParentVarSet
trigger1 = Root,var(17) = 0
var(17) = 1

[State 19001]
type = DestroySelf
triggerall = Time > 5
trigger1 = !NumExplod(19000)

;==========================================================================
; GUARDCANCEL
;==========================================================================
[Statedef 19002]
physics = N
velset = 0,0
anim = 19000
ctrl = 0
sprpriority = -5

[State 19002, うえだー！！]
type = PlaySnd
trigger1 = Time = 3
value = 19000, 2
volume = 255
channel = -1

[State 19002, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19002, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 19002, GUARDCANCEL]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Time = 0
anim = IfElse((Root,TeamSide=1),19014,19015)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19002]
type = DestroySelf
triggerall = Time > 5
trigger1 = !NumExplod(19000)

;==========================================================================
; TECHHIT
;==========================================================================
[Statedef 19003]
physics = N
velset = 0,0
anim = 19000
ctrl = 0
sprpriority = -5

[State 19003, うえだー！！]
type = PlaySnd
trigger1 = Time = 3
value = 19000, 1
volume = 255
channel = -1

[State 19003, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19003, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 19003, TECHHIT]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Time = 0
anim = IfElse((Root,TeamSide=1),19016,19017)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19003]
type = DestroySelf
triggerall = Time > 5
trigger1 = !NumExplod(19000)

;==========================================================================
; REVERSAL
;==========================================================================
[Statedef 19004]
physics = N
velset = 0,0
anim = 19000
ctrl = 0
sprpriority = -5

[State 19004, うえだー！！]
type = PlaySnd
trigger1 = Time = 3
value = 19000, 2
volume = 255
channel = -1

[State 19004, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19004, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 19004, REVERSAL]
type = Explod
triggerall = !NumExplod(19000)
trigger1 = Time = 0
anim = IfElse((Root,TeamSide=1),19018,19019)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19004]
type = DestroySelf
triggerall = Time > 5
trigger1 = !NumExplod(19000)

;==========================================================================
; コンボアナウンス
;==========================================================================
[Statedef 19005]
physics = N
velset = 0,0
anim = 19000
ctrl = 0
sprpriority = -5

[State 19005, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19005, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 19005, YES!!]
type = PlaySnd
triggerall = Root,var(18) = [4, 7]
trigger1 = Time = 3
value = 19000, 3
volume = 255
channel = -1

[State 19005, YES!!]
type = Explod
triggerall = Root,var(18) = [4, 7]
triggerall = !NumExplod(19000)
trigger1 = Time = 0
anim = IfElse((Root,TeamSide=1),19020,19021)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19005, MIRACLE!!]
type = PlaySnd
triggerall = Root,var(18) = [8, 11]
trigger1 = Time = 3
value = 19000, 4
volume = 255
channel = -1

[State 19005, MIRACLE!!]
type = Explod
triggerall = Root,var(18) = [8, 11]
triggerall = !NumExplod(19000)
trigger1 = Time = 0
anim = IfElse((Root,TeamSide=1),19022,19023)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19005, MONSTER!!]
type = PlaySnd
triggerall = Root,var(18) >= 12
trigger1 = Time = 3
value = 19000, 5
volume = 255
channel = -1

[State 19005, MONSTER!!]
type = Explod
triggerall = Root,var(18) >= 12
triggerall = !NumExplod(19000)
trigger1 = Time = 0
anim = IfElse((Root,TeamSide=1),19024,19025)
ID = 19000
pos = IfElse((Root,TeamSide=1),0,320), 80
postype = Left
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.81, 0.9
sprpriority = 5
ownpal = 1
IgnoreHitPause = 1
Persistent = 1
facing = 1

[State 19005]
type = ParentVarSet
trigger1 = Time = 5
var(18) = 0

[State 19005]
type = DestroySelf
triggerall = Time > 5
trigger1 = !NumExplod(19000)

;==========================================================================
; ヴァイタルソ−ス
;==========================================================================
[Statedef 35000]
movetype = I
physics = N
velset = 0,0
anim = 35000
ctrl = 0
sprpriority = -5

[State 35000, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 35000, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 35000]
type = VarSet
trigger1 = Time = 0
fvar(1) = Enemy,GetHitVar(damage)

[State 35000]
type = VarSet
trigger1 = Time = 0
fvar(2) = Enemy,GetHitVar(slidetime)+1

[State 35000]
type = VarSet
trigger1 = Time = 0
fvar(3) = Enemy,GetHitVar(hittime)+1

[State 35000]
type = VarSet
trigger1 = Time = 0
fvar(4) = Enemy,GetHitVar(fall)

[State 35000]
type = VarSet
trigger1 = Time = 0
fvar(5) = Enemy,GetHitVar(animtype)

[State 35000]
type = VarSet
triggerall = Enemy,StateType = A
trigger1 = Time = 0
fvar(6) = Enemy,GetHitVar(airtype)

[State 35000]
type = VarSet
triggerall = Enemy,StateType != A
trigger1 = Time = 0
fvar(6) = Enemy,GetHitVar(groundtype)

[State 35000]
type = VarSet
triggerall = Time = 0
trigger1 = (EnemyNear,ScreenPos X>Root,ScreenPos X) + (EnemyNear,Facing=Root,Facing) < 2
trigger1 = (EnemyNear,ScreenPos X>Root,ScreenPos X) + (EnemyNear,Facing !=Root,Facing) < 2
fvar(7) = Enemy,GetHitVar(xvel)

[State 35000]
type = VarSet
triggerall = Time = 0
trigger1 = (EnemyNear,ScreenPos X>Root,ScreenPos X) + (EnemyNear,Facing=Root,Facing) = 2
trigger2 = (EnemyNear,ScreenPos X>Root,ScreenPos X) + (EnemyNear,Facing !=Root,Facing) = 2
fvar(7) = -Enemy,GetHitVar(xvel)

[State 35000]
type = VarSet
trigger1 = Time = 0
fvar(8) = Enemy,GetHitVar(yvel)

[State 35000]
type = VarSet
trigger1 = Time = 0
fvar(9) = Enemy,GetHitVar(fall.recover)

[State 35000]
type = ReversalDef
trigger1 = Time = 0
reversal.attr = SCA,AA
NumHits = 0
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
ID = 35000

[State 35000]
type = ChangeAnim
trigger1 = NumTarget
value = 0
persistent = 0

[State 35000]
type = StateTypeSet
trigger1 = NumTarget
MoveType = I
persistent = 0

[State 35000]
type = PosSet
trigger1 = NumTarget
y = 300
persistent = 0

[State 35000, Helper]
type = Helper
triggerall = !NumHelper(2)
triggerall = Enemy,StateNo = 45000
trigger1 = NumTarget
ID = 2
name = "HitBack"
pos = 0, 0
postype = p1
stateno = 35001
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 35000]
type = VarSet
trigger1 = NumHelper(2)
var(1) = 1

[State 35000]
type = VarSet
trigger1 = !NumHelper(2)
var(1) = 0

;-----相手体力回復-----
;memo
;var(36) = タイムカウント
;var(37) = 回復量

[State 35000, タイムカウント経過]
type = ParentVarAdd
triggerall = NumTarget
triggerall = Root,var(36)
trigger1 = Target,MoveType != H
trigger1 = Target,StateNo != [120, 155]
var(36) = -1

[State 35000]
type = TargetLifeAdd
triggerall = NumTarget
triggerall = Target,MoveType != H
triggerall = Target,StateNo != [120, 155]
trigger1 = Root,var(36) = 0
trigger1 = Root,var(37) != 0
value = 1

[State 35000, 回復量調整]
type = ParentVarAdd
triggerall = NumTarget
triggerall = Target,MoveType != H
triggerall = Target,StateNo != [120, 155]
trigger1 = Root,var(36) = 0
trigger1 = Root,var(37) != 0
var(37) = -1

[State 35000, 回復量リセット]
type = ParentVarSet
triggerall = NumTarget
trigger1 = Target,Life = Target,LifeMAX
trigger1 = Root,var(37) != 0
var(37) = 0

;==========================================================================
[Statedef 35001]
movetype = A
physics = N
velset = 0,0
anim = 35000
ctrl = 0
sprpriority = -5

[State 35001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 35001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2= Invisible

[State 35001, ダンシングフラッシュ専用]
type = Hitdef
triggerall = Time = 0
trigger1 = Root,StateNo = [850, 851]
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Light
ground.type = High
air.type = High
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 4
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
fall.xvelocity = -1
fall.yvelocity = -2
yaccel = 0.6
kill = 0
P2StateNo = 854

[State 35001, プリーズヘルプミー専用]
type = Hitdef
triggerall = Time = 0
trigger1 = Root,StateNo = [860, 861]
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Light
ground.type = High
air.type = High
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 4
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
fall.xvelocity = -1
fall.yvelocity = -2
yaccel = 0.6
kill = 0
P2StateNo = 895
ID = 45000

[State 35001, 投げ技専用]
type = Hitdef
triggerall = Time = 0
trigger1 = Root,StateNo = [700, 722]
trigger2 = Root,StateNo = [825, 830]
attr = S, NA
damage    = 0
animtype  = Hard
ground.type = High
air.type = High
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = 0;Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = 0;Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
down.bounce = 1
fall.xvelocity = 2
fall.yvelocity = -2
kill = 0
P2StateNo = Ifelse((Root,StateNo=[700,705]),703,Ifelse((Root,StateNo=[710,715]),716,Ifelse((Root,StateNo=[720,722]),725,827)))
ID = 700

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = 0
trigger1 = Ceil(Parent,fvar(6)) = 1
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Light
ground.type = High
air.type = High
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = 0
trigger1 = Ceil(Parent,fvar(6)) = 2
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Light
ground.type = Low
air.type = Low
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = 1
trigger1 = Ceil(Parent,fvar(6)) = 1
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Mid
ground.type = High
air.type = High
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = 1
trigger1 = Ceil(Parent,fvar(6)) = 2
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Mid
ground.type = Low
air.type = Low
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = [2, 3]
trigger1 = Ceil(Parent,fvar(6)) = 1
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Hard
ground.type = High
air.type = High
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = [2, 3]
trigger1 = Ceil(Parent,fvar(6)) = 2
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = [2, 3]
trigger1 = Ceil(Parent,fvar(6)) = 3
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Hard
ground.type = Trip
air.type = Trip
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = [4, 5]
trigger1 = Ceil(Parent,fvar(6)) = 1
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Up
ground.type = High
air.type = High
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = Hitdef
triggerall = Time = 0
triggerall = Root,StateNo != [700, 722]
triggerall = Root,StateNo != [825, 830]
triggerall = Root,StateNo != [850, 899]
trigger1 = Ceil(Parent,fvar(5)) = [4, 5]
trigger1 = Ceil(Parent,fvar(6)) = 2
attr = S, NA
damage    = Ceil(fvar(1))
animtype  = Up
ground.type = Low
air.type = Low
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = Ceil(Parent,fvar(3))
guard.slidetime = Ceil(Parent,fvar(3))
ground.hittime  = Ceil(Parent,fvar(2))
guard.hittime  = Ceil(Parent,fvar(2))
air.hittime = Ceil(Parent,fvar(2))
ground.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
air.velocity = Ceil(Parent,fvar(7)), Ceil(Parent,fvar(8))
getpower = 0
givepower= 0
guard.dist = 0
NumHits = 0
fall = Ceil(Parent,fvar(4))
fall.recover = Ceil(Parent,fvar(9))
yaccel = 0.6

[State 35001]
type = DestroySelf
trigger1 = MoveHit
trigger1 = Enemy,MoveType != H

;---------------------------------------------------------------------------
;相手(通常)
[Statedef 45000]
type    = U
movetype= H
physics = N
velset = 0,0

[State 45000, 上段]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Enemy,StateNo = [700, 705]
trigger2 = Enemy,StateNo = [710, 711]
value = 35000

[State 45000, 下段]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Enemy,StateNo = [825, 830]
trigger2 = Enemy,StateNo = [860, 861]
value = 35001

;[State 45000, 空中]
;type = ChangeAnim2
;trigger1 = Time = 0
;value = 35002

[State 45000]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = Enemy,StateNo != [700, 705]
trigger1 = Enemy,StateNo != [710, 711]
trigger1 = Enemy,StateNo != [860, 861]
value = 35003

[State 45000]
type = Hitdef
trigger1 = Time = 0
attr = S, NA
damage    = 0
animtype  = Med
ground.type = High
air.type = High
guardflag = HA
hitflag = MA
priority = 7, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.slidetime = 0
guard.slidetime = 0
ground.hittime  = 0
guard.hittime  = 0
air.hittime = 0
ground.velocity = 0
air.velocity = 0,0
getpower = 0
givepower= 0

[State 45000]
type = StateTypeSet
trigger1 = Time = 1
MoveType = H

[State 45000]
type = ChangeAnim
triggerall = StateType = S
trigger1 = Time = 1
value = 5000

[State 45000]
type = ChangeAnim
triggerall = StateType = S
trigger1 = Time = 1
value = 5010

[State 45000]
type = ChangeAnim
triggerall = StateType = C
trigger1 = Time = 1
value = 5020

[State 45000]
type = ChangeAnim
triggerall = StateType = A
trigger1 = Time = 1
value = 5030
