;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 99000  ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 17     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 100      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 31     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 40     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1    ;キャラの横の大きさ（絶対値・float）※
yscale           = 1       ;キャラの縦の大きさ（絶対値・float）※
;xscale          = 0.833   ;キャラの横の大きさ（絶対値・float）※
;yscale          = 1.07    ;キャラの縦の大きさ（絶対値・float）※
ground.back      = 20      ;地上にいる時の「後方の物理的な幅」
ground.front     = 20      ;地上にいる時の「前方の物理的な幅」
air.back         = 16      ;空中にいる時の「後方の物理的な幅」
air.front        = 16      ;空中にいる時の「前方の物理的な幅」
height           = 75      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = 8,-66   ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = 4,-51   ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 1       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 4.15        ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -3.5        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 7,-5.5      ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -6,-5.5     ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-15.75    ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -5.25       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 5           ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -4.55,-8.1  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4,-8.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-13.1     ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -4.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 4.5         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          =  0.6     ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）

;===========================================================================
; ステート
;===========================================================================
;===========================================================================
; 基本行動
;===========================================================================
;===========================================================================
;ステップ
[Statedef 110]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 100
sprpriority = 2
facep2 = 1

[State 110]
type = StateTypeSet
triggerall = Anim = 100
trigger1 = AnimElem = 2
StateType = A
Physics = N

[State 110]
type = VelSet
triggerall = Anim = 100
trigger1 = AnimElem = 2
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 110]
type = VelAdd
trigger1 = StateType = A
y = 0.6

[State 110]
type = AssertSpecial
trigger1 = 1
flag  = nowalk
flag2 = noautoturn

[State 110]
type = ChangeState
triggerall = Anim = 100
triggerall = StateType = A
triggerall = time >= 9
trigger1 = command = "back"
value = 112

[State 110, 押し判定]
type = PlayerPush
triggerall = Anim = 100
triggerall = P2Dist X <= 40
triggerall = time >= 8
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 110]
type = PlaySND
trigger1 = AnimElem = 10
value = 40, 0

[State 110]
type = StateTypeSet
triggerall = Anim = 100
trigger1 = AnimElem = 9
StateType = S
Physics = S

[State 110]
type = VelSet
trigger1 = Anim = 100
trigger1 = AnimElem = 9
trigger2 = Anim != 100
trigger2 = Time >= 23
x = 0
y = 0

[State 110]
type = PosSet
trigger1 = Anim = 100
trigger1 = AnimElem = 9
trigger2 = Anim != 100
trigger2 = Time >= 23
y = 0

[State 110]
type = CtrlSet
trigger1 = AnimElem = 11
value = 1

[State 110]
type = ChangeState
triggerall = Anim = 100
trigger1 = AnimElem = 11
value = 0
ctrl = 1

;----ダッシュ攻撃----

[State 110, 減速]
type = VelAdd
trigger1 = Anim != 100
x = -0.75
persistent = 0

[State 110, 攻撃移行]
type = StateTypeSet
triggerall = MoveType != A
trigger1 = Anim != 100
MoveType = A

[State 110, 弱P]
type = ChangeAnim
triggerall = Anim = 100
triggerall = Time = [7, 22]
trigger1 = Command = "x"
value = 650

[State 110, 弱P]
type = HitDef
triggerall = Anim = 650
trigger1 = AnimElem = 3
attr = A, NA
damage    = Ceil((4*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,4)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 16
guard.slidetime = 15
ground.hittime  = 16
guard.hittime  = 15
air.hittime = 16
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 110, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 650
trigger1 = MoveHit = 1
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 110, 中P]
type = ChangeAnim
triggerall = Anim = 100
triggerall = Time = [7, 22]
trigger1 = Command = "y"
value = 655

[State 110, 中P]
type = HitDef
triggerall = Anim = 655
trigger1 = AnimElem = 3
attr = A, NA
damage    = Ceil((6*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(6,3)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 4, 4
sparkno = s15001
guard.sparkno = s15005
sparkxy = -15, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 16
guard.slidetime = 15
ground.hittime  = 16
guard.hittime  = 15
air.hittime = 16
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 110, 中P]
type = HitDef
triggerall = Anim = 655
trigger1 = AnimElem = 6
attr = A, NA
damage    = Ceil((5*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(5,3)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -15, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 16
guard.slidetime = 15
ground.hittime  = 16
guard.hittime  = 15
air.hittime = 16
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 110, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 655
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 110, 強P]
type = ChangeAnim
triggerall = Anim = 100
triggerall = Time = [7, 22]
trigger1 = Command = "z"
value = 660

[State 110, 強P]
type = HitDef
triggerall = Anim = 660
trigger1 = AnimElem = 4
attr = A, NA
damage = Ceil((12*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(12,8)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 16
guard.slidetime = 15
ground.hittime  = 16
guard.hittime  = 15
air.hittime = 16
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 18*7,9*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 110, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 660
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(const(data.attack)*0.01))

[State 110, 弱K]
type = ChangeAnim
triggerall = Anim = 100
triggerall = Time = [7, 22]
trigger1 = Command = "a"
value = 680

[State 110, 弱K]
type = HitDef
triggerall = Anim = 680
trigger1 = AnimElem = 2
attr = A, NA
damage = Ceil((4*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,4)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 6, 6
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 16
guard.slidetime = 15
ground.hittime  = 16
guard.hittime  = 15
air.hittime = 16
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 110, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 680
trigger1 = MoveHit = 1
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 110, 中K]
type = ChangeAnim
triggerall = Anim = 100
triggerall = Time = [7, 22]
trigger1 = Command = "b"
value = 685

[State 110, 中K]
type = HitDef
triggerall = Anim = 685
trigger1 = AnimElem = 3
attr = A, NA
damage = Ceil((9*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,6)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 6, 6
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 16
guard.slidetime = 15
ground.hittime  = 16
guard.hittime  = 15
air.hittime = 16
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 110, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 685
trigger1 = MoveHit = 1
var(37) = Ceil((6*6.67)*(const(data.attack)*0.01))

[State 110, 強K]
type = ChangeAnim
triggerall = Anim = 100
triggerall = Time = [7, 22]
trigger1 = Command = "c"
value = 690

[State 110, 強K]
type = HitDef
triggerall = Anim = 690
trigger1 = AnimElem = 4
attr = A, NA
damage = Ceil((9*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,6)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 16
guard.slidetime = 15
ground.hittime  = 16
guard.hittime  = 15
air.hittime = 16
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 110, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 690
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

[State 110, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 110, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = -4
ignorehitpause=1

[State 110, 弱音]
type = PlaySND
triggerall = Anim = 650 || Anim = 680
trigger1 = AnimElem = 1
value = 3, 0

[State 110, 中音]
type = PlaySND
triggerall = Anim = 655 || Anim = 685 || Anim = 690
trigger1 = AnimElem = 1
value = 3, 1

[State 110, 強音]
type = PlaySND
triggerall = Anim = 660
trigger1 = AnimElem = 1, = 2
value = 3, 2

[State 110, 攻撃終了]
type = ChangeAnim
triggerall = Anim != 100
triggerall = Anim != [38, 39]
trigger1 = AnimTime = 0
value = Ifelse(Anim=690,39,38)

[State 110, 攻撃終了]
type = ChangeState
triggerall = Anim != 100
trigger1 = Time >= 23
value = 116
ctrl = 0

;---------------------------------------------------------------------------
;ステップキャンセル
[Statedef 112]
type    = A
movetype= I
physics = A
velset = const(velocity.run.fwd.x)*0.75,0
ctrl = 0
anim = 39
sprpriority = 2

[State 112]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 112]
type = ChangeState
trigger1 = Pos Y >= 0
value = 116

;===========================================================================
;バックステップ
[Statedef 115]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 105
sprpriority = 2
facep2 = 1

[State 115]
type = AssertSpecial
trigger1 = 1
flag  = nowalk
flag2 = noautoturn

[State 115]
type = StateTypeSet
triggerall = Anim = 105
trigger1 = AnimElem = 2
StateType = A
Physics = N

[State 115]
type = VelSet
triggerall = Anim = 105
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 115]
type = VelAdd
trigger1 = StateType = A
y = 0.6

[State 115]
type = PlaySND
triggerall = Anim = 105
trigger1 = AnimElem = 9
value = 40, 0

[State 115]
type = StateTypeSet
triggerall = Anim = 105
trigger1 = AnimElem = 9
StateType = S
Physics = S

[State 115]
type = VelSet
trigger1 = StateType = S
x = 0
y = 0

[State 115]
type = PosSet
trigger1 = StateType = S
y = 0

[State 115]
type = ChangeState
triggerall = Anim = 105
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----ダッシュ攻撃----

[State 115, 攻撃移行]
type = StateTypeSet
triggerall = MoveType != A
trigger1 = Anim != 105
MoveType = A

[State 115, 弱P]
type = ChangeAnim
triggerall = Anim = 105
triggerall = Time = [7, 21]
trigger1 = Command = "x"
value = 650

[State 115, 弱P]
type = HitDef
triggerall = Anim = 650
trigger1 = AnimElem = 3
attr = A, NA
damage    = Ceil((4*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,4)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 115, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 650
trigger1 = MoveHit = 1
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 115, 中P]
type = ChangeAnim
triggerall = Anim = 105
triggerall = Time = [7, 21]
trigger1 = Command = "y"
value = 655

[State 115, 中P]
type = HitDef
triggerall = Anim = 655
trigger1 = AnimElem = 3
attr = A, NA
damage    = Ceil((6*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(6,3)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 4, 4
sparkno = s15001
guard.sparkno = s15005
sparkxy = -15, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 115, 中P]
type = HitDef
triggerall = Anim = 655
trigger1 = AnimElem = 6
attr = A, NA
damage    = Ceil((5*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(5,3)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -15, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 115, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 655
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 115, 強P]
type = ChangeAnim
triggerall = Anim = 105
triggerall = Time = [7, 21]
trigger1 = Command = "z"
value = 660

[State 115, 強P]
type = HitDef
triggerall = Anim = 660
trigger1 = AnimElem = 4
attr = A, NA
damage = Ceil((12*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(12,8)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 18*7,9*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 115, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 660
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(const(data.attack)*0.01))

[State 115, 弱K]
type = ChangeAnim
triggerall = Anim = 105
triggerall = Time = [7, 21]
trigger1 = Command = "a"
value = 680

[State 115, ヒット定義]
type = HitDef
triggerall = Anim = 680
trigger1 = AnimElem = 2
attr = A, NA
damage = Ceil((4*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,4)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 6, 6
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 115, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 680
trigger1 = MoveHit = 1
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 115, 中K]
type = ChangeAnim
triggerall = Anim = 105
triggerall = Time = [7, 21]
trigger1 = Command = "b"
value = 685

[State 115, 中K]
type = HitDef
triggerall = Anim = 685
trigger1 = AnimElem = 3
attr = A, NA
damage = Ceil((9*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,6)
animtype  = Med
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 6, 6
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 115, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 685
trigger1 = MoveHit = 1
var(37) = Ceil((6*6.67)*(const(data.attack)*0.01))

[State 115, 強K]
type = ChangeAnim
triggerall = Anim = 105
triggerall = Time = [7, 21]
trigger1 = Command = "c"
value = 690

[State 115, 強K]
type = HitDef
triggerall = Anim = 690
trigger1 = AnimElem = 4
attr = A, NA
damage = Ceil((9*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,6)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 115, ヴァイタルソース回復量]
type = VarAdd
triggerall = Anim = 690
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

[State 115, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 115, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = -4
ignorehitpause=1

[State 115, 弱音]
type = PlaySND
triggerall = Anim = 650 || Anim = 680
trigger1 = AnimElem = 1
value = 3, 0

[State 115, 中音]
type = PlaySND
triggerall = Anim = 655 || Anim = 685 || Anim = 690
trigger1 = AnimElem = 1
value = 3, 1

[State 115, 強音]
type = PlaySND
triggerall = Anim = 660
trigger1 = AnimElem = 1, = 2
value = 3, 2

[State 115, 攻撃終了]
type = ChangeAnim
triggerall = Anim != 105
triggerall = Anim != [38, 39]
trigger1 = AnimTime = 0
value = Ifelse(Anim=690,39,38)

[State 115, 攻撃終了]
type = ChangeState
triggerall = Anim != 105
trigger1 = Pos Y >= 0
value = 116
ctrl = 0

;-----------------------------------------------
;着地硬直
[Statedef 116]
type     = S
movetype = I
physics  = S
velset   = 0, 0
anim     = 47
ctrl = 0

[State 116]
type = OffSet
trigger1 = 1
y = 0

[State 116]
type = PosSet
trigger1 = 1
y = 0

[State 116]
type = CtrlSet
trigger1 = Time >= 6
value = 1

[State 116]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
; 通常攻撃技
;===========================================================================
;遠立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

;[State 200]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = PrevStateNo = [200, 204]
;trigger2 = PrevStateNo = 400
;trigger3 = var(21) >= 1
;value = 202

[State 200]
type = ChangeAnim
triggerall = time <= 2
trigger1 = PrevStateNo = [200, 204]
trigger2 = PrevStateNo = 400
trigger3 = var(21) = 0
value = 200

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = Ceil((4*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(3,3)
animtype = Mediumt
ground.type = High
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -65
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),14,11)
guard.slidetime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),13,10)
ground.hittime  = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),14,11)
guard.hittime  = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),13,10)
air.hittime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),14,11)
ground.velocity = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),-6.8,-4.8), 0
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
p2facing = Ifelse(NumEnemy=2,Ifelse(Enemy(0),Alive=1,Ifelse(Enemy(0),Pos Y=0,1,0),Ifelse(Enemy(0),Pos Y=0,1,0)),Ifelse(Enemy(0),Pos Y=0,1,0))
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 200, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 200, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((3*6)*(const(data.attack)*0.01))

[State 200, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 200, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 200, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1

;[State 200, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 2
;value = Anim
;elem = 2
;ignorehitpause = 1
;persistent = 0

[State 200, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),-8,-6)
ignorehitpause=1
persistent = 0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近立ち弱パンチ
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 201
poweradd = 0
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 201, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

;[State 201]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = PrevStateNo = [200, 204]
;trigger2 = PrevStateNo = 400
;trigger3 = var(21) >= 1
;value = 201

[State 201]
type = ChangeAnim
triggerall = time <= 1
trigger1 = PrevStateNo = [200, 204]
trigger2 = PrevStateNo = 400
trigger3 = var(21) = 0
value = 201

[State 201, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = Ceil((4*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,3)
animtype = Light
ground.type = High
air.type = High
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -65
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),15,12)
guard.slidetime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),14,11)
ground.hittime  = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),15,12)
guard.hittime  = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),14,11)
air.hittime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),15,12)
ground.velocity = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),-7,-5), 0
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
p2facing = Ifelse(NumEnemy=2,Ifelse(Enemy(0),Alive=1,Ifelse(Enemy(0),Pos Y=0,1,0),Ifelse(Enemy(0),Pos Y=0,1,0)),Ifelse(Enemy(0),Pos Y=0,1,0))
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 201, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 201, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 201, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 201, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 201, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1

[State 201, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1
persistent = 0

[State 201, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),-8,-6)
ignorehitpause=1
persistent = 0

[State 201, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠立ち中パンチ
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 205
poweradd = 3*7
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 205, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 1

[State 205, チェーンコンボ判定]
type = VarSet
triggerall = time = 1
trigger1 = prevstateno = [200, 201]
trigger2 = prevstateno = [230, 231]
trigger3 = prevstateno = 400 || prevstateno = 430
var(8) = 1

;[State 205]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 207

[State 205]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 205

[State 205, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = Ceil((9*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,6)
animtype = Mid
ground.type = High
air.type = High
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -60
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 14
guard.slidetime = 13
ground.hittime  = 14
guard.hittime  = 13
air.hittime = 14
ground.velocity = -7
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 205, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 205, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((6*6.67)*(const(data.attack)*0.01))

[State 205, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 205, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 205, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 3
value = Anim
elem = 3
ignorehitpause = 1

[State 205, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 3
value = Anim
elem = 3
ignorehitpause = 1
persistent = 0

[State 205, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -7
ignorehitpause=1
persistent = 0

[State 205, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近立ち中パンチ
[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 206
poweradd = 3*7
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 206, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 1

[State 206, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = [200, 201]
trigger2 = prevstateno = [230, 231]
trigger3 = prevstateno = 400 || prevstateno = 430
var(8) = 1

;[State 206]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 208

[State 206]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 206

[State 206, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = Ceil((10*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(10,6)
animtype = Light
ground.type = High
air.type = High
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -65
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 14
guard.slidetime = 13
ground.hittime  = 14
guard.hittime  = 13
air.hittime = 14
ground.velocity = -8
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 206, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 206, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((6*6.67)*(const(data.attack)*0.01))

[State 206, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 206, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 206, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1

;[State 206, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 4
;value = Anim
;elem = 4
;ignorehitpause = 1
;persistent = 0

[State 206, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -8
ignorehitpause=1
persistent = 0

[State 206, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠立ち強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 6*7
ctrl = 0
anim = 210
sprpriority = -1
facep2 = 1
hitcountpersist = 1

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 2

[State 210, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206])
trigger2 = (prevstateno = [230, 231]) || (prevstateno = [235, 236])
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405 || prevstateno = 435
var(8) = 1

;[State 210]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 212

[State 210]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 210

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = Ceil((4*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,3)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -60
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 17
guard.slidetime = 16
ground.hittime  = 17
guard.hittime  = 16
air.hittime = 17
ground.velocity = -9.3
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = Ceil((4*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,3)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -60
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 17
guard.slidetime = 16
ground.hittime  = 17
guard.hittime  = 16
air.hittime = 17
ground.velocity = -4
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage    = Ceil((7*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(7,4)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -60
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 17
guard.slidetime = 16
ground.hittime  = 17
guard.hittime  = 16
air.hittime = 17
ground.velocity = -10
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 210, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 210, ヴァイタルソース回復量]
type = VarAdd
triggerall = MoveHit = 1
trigger1 = AnimElemNo(0) = 3
trigger2 = AnimElemNo(0) = 5
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 210, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = AnimElemNo(0) = 6
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 210, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 210, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 210, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1

[State 210, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1
persistent = 0

[State 210, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 5
value = Anim
elem = 5
ignorehitpause = 1

[State 210, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 5
value = Anim
elem = 5
ignorehitpause = 1
persistent = 0

[State 210, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 7
value = Anim
elem = 7
ignorehitpause = 1

;[State 210, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 7
;value = Anim
;elem = 7
;ignorehitpause = 1
;persistent = 0

[State 210, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact
triggerall = enemynear,backedgebodydist <= 5
trigger1 = AnimElem(0) = 3
fvar(3) = -18
ignorehitpause=1
persistent = 0

[State 210, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact
triggerall = enemynear,backedgebodydist <= 5
trigger1 = AnimElem(0) = 5
fvar(3) = -6
ignorehitpause=1
persistent = 0

[State 210, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact
triggerall = AnimElem(0) = 6
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -11
ignorehitpause=1
persistent = 0

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近立ち強パンチ
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 6*7
ctrl = 0
anim = 211
sprpriority = -1
facep2 = 1
hitcountpersist = 1

[State 211, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 2

[State 211, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206])
trigger2 = (prevstateno = [230, 231]) || (prevstateno = [235, 236])
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405 || prevstateno = 435
var(8) = 1

;[State 211]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 213

[State 211]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 211

[State 211, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = Ceil((8*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(8,4)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -20, -20
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 14
guard.slidetime = 13
ground.hittime  = 14
guard.hittime  = 13
air.hittime = 14
ground.velocity = -8
air.velocity = -2.5,-8
getpower = 9*7,4*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 211, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = Ceil((6*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(6,4)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -20, -50
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -9.5
air.velocity = -2.5,-8
getpower = 9*7,4*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 211, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 211, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 211, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 211, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 211, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 3
value = Anim
elem = 3
ignorehitpause = 1

[State 211, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 3
value = Anim
elem = 3
ignorehitpause = 1
persistent = 0

[State 211, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1

;[State 211, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 4
;value = Anim
;elem = 4
;ignorehitpause = 1
;persistent = 0

[State 211, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
triggerall = AnimElem(0) = 3
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -4
ignorehitpause = 1
persistent = 0

[State 211, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
triggerall = AnimElem(0) = 4
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -11
ignorehitpause = 1
persistent = 0

[State 211, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 230
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 230, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = [200, 201]
trigger2 = prevstateno = 400
var(8) = 1

;[State 230]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;trigger2 = PrevStateNo = [230, 234]
;trigger3 = PrevStateNo = 430
;value = 232

[State 230]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
trigger2 = PrevStateNo = [230, 234]
trigger3 = PrevStateNo = 430
value = 230

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = Ceil((4*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,3)
animtype  = Medium
ground.type = High
air.type = High
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -80
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
guard.slidetime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),13,10)
ground.hittime  = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
guard.hittime  = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),13,10)
air.hittime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
ground.velocity = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),-7.5,-5.5), 0
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
p2facing = Ifelse(NumEnemy=2,Ifelse(Enemy(0),Alive=1,Ifelse(Enemy(0),Pos Y=0,1,0),Ifelse(Enemy(0),Pos Y=0,1,0)),Ifelse(Enemy(0),Pos Y=0,1,0))
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 230, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 230, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 230, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 230, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 230, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 3
value = Anim
elem = 3
ignorehitpause = 1

;[State 230, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 3
;value = Anim
;elem = 3
;ignorehitpause = 1
;persistent = 0

[State 230, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = ifelse(((prevstateno = [230, 231]) || (prevstateno = 400)),-7,-6)
ignorehitpause=1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近立ち弱キック
[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 231
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 231, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

[State 231, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = [200, 201]
trigger2 = prevstateno = 400
var(8) = 1

;[State 231]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;trigger2 = PrevStateNo = [230, 234]
;trigger3 = PrevStateNo = 430
;value = 233

[State 231]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
trigger2 = PrevStateNo = [230, 234]
trigger3 = PrevStateNo = 430
value = 231

[State 231, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = Ceil((3*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(3,3)
animtype  = Light
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -20
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
guard.slidetime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),13,10)
ground.hittime  = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
guard.hittime  = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),13,10)
air.hittime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
ground.velocity = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),-8,-6), 0
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
p2facing = Ifelse(NumEnemy=2,Ifelse(Enemy(0),Alive=1,Ifelse(Enemy(0),Pos Y=0,1,0),Ifelse(Enemy(0),Pos Y=0,1,0)),Ifelse(Enemy(0),Pos Y=0,1,0))
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 231, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 231, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 231, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 231, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 231, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1

;[State 231, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 2
;value = Anim
;elem = 2
;ignorehitpause = 1
;persistent = 0

[State 231, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = ifelse(((prevstateno = [230, 231]) || (prevstateno = 400)),-7,-6)
ignorehitpause=1

[State 231, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠立ち中キック
[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 2
ctrl     = 0
anim     = 235
poweradd = 3*7
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 235, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 235, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206])
trigger2 = prevstateno = [230, 231]
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405
var(8) = 1

;[State 235]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 237

[State 235]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 235

[State 235, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = Ceil((9*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,7)
animtype  = Medium
ground.type = High
air.type = High
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -60
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 14
guard.slidetime = 13
ground.hittime  = 14
guard.hittime  = 13
air.hittime = 14
ground.velocity = -7
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 235, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 235, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

[State 235, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 235, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 235, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1

;[State 235, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 4
;value = Anim
;elem = 4
;ignorehitpause = 1
;persistent = 0

[State 235, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -7
ignorehitpause=1

[State 235, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近立ち中キック
[Statedef 236]
type     = S
movetype = A
physics  = S
juggle   = 2
ctrl     = 0
anim     = 236
poweradd = 3*7
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 236, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3,1

[State 236, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206])
trigger2 = prevstateno = [230, 231]
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405
var(8) = 1

;[State 236]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 238

[State 236]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 236

[State 236, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = Ceil((8*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(8,7)
animtype  = Light
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -50
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 13
guard.slidetime = 12
ground.hittime  = 13
guard.hittime  = 12
air.hittime = 13
ground.velocity = -8.5
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 236, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 236, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

[State 236, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 236, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 236, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1

;[State 236, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 2
;value = Anim
;elem = 2
;ignorehitpause = 1
;persistent = 0

[State 236, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -8+var(8)
ignorehitpause=1

[State 236, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠立ち強キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 6*7
ctrl = 0
anim = 240
facep2 = 1
sprpriority = 2
hitcountpersist = 1

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3, 2

[State 240, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206]) || (prevstateno = [210, 211])
trigger2 = (prevstateno = [230, 231]) || (prevstateno = [235, 236])
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405 || prevstateno = 435
var(8) = 1

;[State 240]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 242

[State 240]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 240

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = Ceil((6*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(6,4)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 1, 8
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -40
hitsound = s4, 2
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -8
air.velocity = -2.5,-8
getpower = 9*7,4*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))
persistent = 0

[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = Ceil((7*6.67)+((5*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(7,5)
animtype  = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 1, 8
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -40
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 15
guard.slidetime = 14
ground.hittime  = 15
guard.hittime  = 14
air.hittime = 15
ground.velocity = -10
air.velocity = -2.5,-8
getpower = 9*7,4*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))
persistent = 0

[State 240, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 211, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = AnimElemNo(0) = 3
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 211, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = AnimElemNo(0) = 5
var(37) = Ceil((5*6.67)*(const(data.attack)*0.01))

[State 240, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 8
ignorehitpause = 1

[State 240, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 240, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 3
value = Anim
elem = 3
ignorehitpause = 1

[State 240, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 3
value = Anim
elem = 3
ignorehitpause = 1
persistent = 0

[State 240, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 5
value = Anim
elem = 5
ignorehitpause = 1

[State 240, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 5
value = Anim
elem = 5
ignorehitpause = 1
persistent = 0

[State 240, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -10.5
ignorehitpause=1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近立ち強キック
[Statedef 241]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 6*7
ctrl = 0
anim = 241
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 241, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3, 2

[State 241, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206]) || (prevstateno = [210, 211])
trigger2 = (prevstateno = [230, 231]) || (prevstateno = [235, 236])
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405 || prevstateno = 435
var(8) = 1

;[State 241]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 243

[State 241]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 241

[State 241, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = Ceil((13*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(13,8)
animtype  = Up
ground.type = Hight
air.type = Hight
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -70
hitsound = s4, 2
guardsound = s6, 0
ground.slidetime = 14
guard.slidetime = 13
ground.hittime  = 14
guard.hittime  = 13
air.hittime = 14
ground.velocity = -2, -8
air.velocity = -2,-8
getpower = 18*7,9*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 241, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 241, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(const(data.attack)*0.01))

[State 241, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 241, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 241, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1

[State 241, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1
persistent = 0

[State 241, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

;[State 400]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = PrevStateNo = [200, 204]
;trigger2 = PrevStateNo = 400
;value = 401

[State 400]
type = ChangeAnim
triggerall = time <= 2
trigger1 = PrevStateNo = [200, 204]
trigger2 = PrevStateNo = 400
value = 400

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = Ceil((2*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(2,3)
animtype  = Light
ground.type = Low
air.type = Low
guardflag = L
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -15
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),15,12)
guard.slidetime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),14,11)
ground.hittime  = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),15,12)
guard.hittime  = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),14,11)
air.hittime = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),15,12)
ground.velocity = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),-8,-6)
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
p2facing = Ifelse(NumEnemy=2,Ifelse(Enemy(0),Alive=1,Ifelse(Enemy(0),Pos Y=0,1,0),Ifelse(Enemy(0),Pos Y=0,1,0)),Ifelse(Enemy(0),Pos Y=0,1,0))
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 400, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 400, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 400, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 400, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 400, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1

[State 400, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1
persistent = 0

[State 400, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = ifelse(((prevstateno = [200, 201]) || (prevstateno = 400)),-8,-6)
ignorehitpause=1
persistent = 0

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 3*7
ctrl = 0
anim = 405
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 405, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 1

[State 405, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = [200, 201]
trigger2 = prevstateno = [230, 231]
trigger3 = prevstateno = 400 || prevstateno = 430
var(8) = 1

;[State 405]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 406

[State 405]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 405

[State 405, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = Ceil((9*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,7)
animtype  = Light
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -50
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 14
guard.slidetime = 13
ground.hittime  = 14
guard.hittime  = 13
air.hittime = 14
ground.velocity = -8
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 405, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 405, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

[State 405, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 405, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 405, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1

[State 405, pausetime]
type = ChangeAnim
triggerall = var(26) = 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1
persistent = 0

[State 405, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -8.25
ignorehitpause=1
persistent = 0

[State 405, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 6*7
ctrl = 0
anim = 410
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 2
channel = 0

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = 40
channel = 0

[State 410, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206])
trigger2 = (prevstateno = [230, 231]) || (prevstateno = [235, 236])
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405 || prevstateno = 435
var(8) = 1

;[State 410]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 411

[State 410]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 410

[State 410]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = Ceil((12*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(12,8)
animtype  = Up
ground.type = Low
air.type = Low
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -75
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 18
guard.slidetime = 17
ground.hittime  = 18
guard.hittime  = 17
air.hittime = 18
ground.velocity = -2.1, -8
air.velocity = -2.5,-8
getpower = 18*7,9*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 410, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 410, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(const(data.attack)*0.01))

[State 410, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 410, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 410, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1

[State 410, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 5
value = Anim
elem = 5
ignorehitpause = 1

[State 410, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 6
value = Anim
elem = 6
ignorehitpause = 1

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 430, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = [200, 201]
trigger2 = prevstateno = 400
var(8) = 1

;[State 430]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;trigger2 = PrevStateNo = [230, 234]
;trigger3 = PrevStateNo = 430
;value = 431

[State 430]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
trigger2 = PrevStateNo = [230, 234]
trigger3 = PrevStateNo = 430
value = 430

[State 430, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = Ceil((3*6.67)+((2*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(3,2)
animtype  = Light
ground.type = Low
air.type = Low
guardflag = L
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -15
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
guard.slidetime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),13,10)
ground.hittime  = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
guard.hittime  = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),13,10)
air.hittime = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),14,11)
ground.velocity = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),-6.7,-5.2)
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
ground.cornerpush.veloff = 0
yaccel = 0.6
p2facing = Ifelse(NumEnemy=2,Ifelse(Enemy(0),Alive=1,Ifelse(Enemy(0),Pos Y=0,1,0),Ifelse(Enemy(0),Pos Y=0,1,0)),Ifelse(Enemy(0),Pos Y=0,1,0))
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 430, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 430, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((2*6.67)*(const(data.attack)*0.01))

[State 430, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 430, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 430, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1

;[State 430, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 2
;value = Anim
;elem = 2
;ignorehitpause = 1
;persistent = 0

[State 430, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = ifelse(((prevstateno = [230, 231]) || (prevstateno = 430)),-8,-6)
ignorehitpause=1
persistent = 0

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中キック
[Statedef 435]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 3*7
ctrl = 0
anim = 435
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 435, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 1

[State 435, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206])
trigger2 = prevstateno = [230, 231]
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405
var(8) = 1

;[State 435]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 436

[State 435]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 435

[State 435, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = Ceil((9*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,6)
animtype  = Light
ground.type = Low
air.type = Low
guardflag = M
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15001
guard.sparkno = s15005
sparkxy = -30, -45
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 14
guard.slidetime = 13
ground.hittime  = 14
guard.hittime  = 13
air.hittime = 14
ground.velocity = -6.9
air.velocity = -2.5,-8
getpower = 12*7,6*7 
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 435, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 435, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((6*6.67)*(const(data.attack)*0.01))

[State 435, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 435, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 435, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 2
value = Anim
elem = 2
ignorehitpause = 1

;[State 435, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 2
;value = Anim
;elem = 2
;ignorehitpause = 1
;persistent = 0

[State 435, 画面端ヒットバック]
type = VarSet
triggerall = MoveContact = 1
trigger1 = enemynear,backedgebodydist <= 5
fvar(3) = -8+(var(8)*1.5)
ignorehitpause=1
persistent = 0

[State 435, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強キック（足払い攻撃）
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 6*7
ctrl = 0
anim = 440
facep2 = 1
sprpriority = 2
hitcountpersist = 1

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3, 2

[State 440, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = [200, 201]) || (prevstateno = [205, 206]) || (prevstateno = [210, 211])
trigger2 = (prevstateno = [230, 231]) || (prevstateno = [235, 236])
trigger3 = prevstateno = 400 || prevstateno = 430 || prevstateno = 405 || prevstateno = 435
var(8) = 1

;[State 440]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 441

[State 440]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 440

[State 440, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = Ceil((10*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(10,7)
animtype  = Hard
ground.type = Trip
air.type = Trip
guardflag = L
hitflag = MA
priority = 4, Hit
pausetime = 0, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -15
hitsound = s4, 2
guardsound = s6, 0
ground.slidetime = 17
guard.slidetime = 16
ground.hittime  = 17
guard.hittime  = 16
air.hittime = 17
ground.velocity = -2.4,-8
air.velocity = -2.5,-8
getpower = 18*7,9*7 
givepower= 8*7,0 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 440, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 440, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

[State 440, pausetime]
type = varset
trigger1 = movecontact = 1
var(26) = 9
ignorehitpause = 1

[State 440, pausetime]
type = varadd
trigger1 = var(26)
var(26) = -1

[State 440, pausetime]
type = ChangeAnim
triggerall = var(26) > 0
trigger1 = movecontact
trigger1 = AnimElemNo(0) = 4
value = Anim
elem = 4
ignorehitpause = 1

;[State 440, pausetime]
;type = ChangeAnim
;triggerall = var(26) = 0
;trigger1 = movecontact
;trigger1 = AnimElemNo(0) = 4
;value = Anim
;elem = 4
;ignorehitpause = 1
;persistent = 0

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;===========================================================================
;ジャンプ弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2
hitcountpersist = 1

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = Ceil((4*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,4)
animtype  = Med
ground.type = High
air.type = High
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 600, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 600, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 600, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = -5
ignorehitpause=1

[State 600]
type = ChangeAnim
triggerall = Anim = [600, 601]
trigger1 = AnimTime = 0
value = 38

;---------------------------------------------------------------------------
;ジャンプ中パンチ
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 3*7
ctrl = 0
anim = 605
sprpriority = 2
hitcountpersist = 1

[State 605, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 1

[State 605, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = 600
trigger2 = prevstateno = 630
var(8) = 1

;[State 605]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 606

[State 605]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 605

[State 605, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = Ceil((6*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(6,3)
animtype  = Med
ground.type = High
air.type = High
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 4, 4
sparkno = s15001
guard.sparkno = s15005
sparkxy = -15, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 605, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage    = Ceil((5*6.67)+((3*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(5,3)
animtype  = Med
ground.type = High
air.type = High
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 8, 8
sparkno = s15001
guard.sparkno = s15005
sparkxy = -15, -10
hitsound = s5, 0
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 605, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 605, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((3*6.67)*(const(data.attack)*0.01))

[State 605, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = -5
ignorehitpause=1

[State 605]
type = ChangeAnim
triggerall = Anim = [605, 606]
trigger1 = AnimTime = 0
value = 38

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 6*7
ctrl = 0
anim = 610
sprpriority = 2
hitcountpersist = 1

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3, 2

[State 610, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = 600) || (prevstateno = 605)
trigger2 = (prevstateno = 630) || (prevstateno = 635)
var(8) = 1

;[State 610]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 611

[State 610]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 610

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = Ceil((12*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(12,8)
animtype  = Hard
ground.type = High
air.type = High
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s5, 1
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 18*7,9*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 610, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 610, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((8*6.67)*(const(data.attack)*0.01))

[State 610, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = -5
ignorehitpause=1

[State 610]
type = ChangeAnim
triggerall = Anim = [610, 611]
trigger1 = AnimTime = 0
value = 38

;---------------------------------------------------------------------------
;ジャンプ弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2
hitcountpersist = 1

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 630, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = prevstateno = 600
var(8) = 1

;[State 630]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 631

[State 630]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 630

[State 630, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = Ceil((4*6.67)+((4*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(4,4)
animtype  = Med
ground.type = High
air.type = High
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 6, 6
sparkno = s15000
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 6*7,3*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 630, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 630, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((4*6.67)*(const(data.attack)*0.01))

[State 630, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = -5
ignorehitpause=1

[State 630]
type = ChangeAnim
triggerall = Anim = [630, 631]
trigger1 = AnimTime = 0
value = 38

;---------------------------------------------------------------------------
;ジャンプ中キック
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 3*7
ctrl = 0
anim = 635
sprpriority = 2
hitcountpersist = 1

[State 635, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3, 1

[State 635, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = 600) || (prevstateno = 605)
trigger2 = prevstateno = 630
var(8) = 1

;[State 635]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 636

[State 635]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 635

[State 635, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = Ceil((9*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(9,6)
animtype  = Med
ground.type = High
air.type = High
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 6, 6
sparkno = s15001
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 12*7,6*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 635, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 635, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((6*6.67)*(const(data.attack)*0.01))

[State 635, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = -5
ignorehitpause=1

[State 635]
type = ChangeAnim
triggerall = Anim = [635, 636]
trigger1 = AnimTime = 0
value = 38

;-----------------------------------------------------------------------------
;ジャンプ強キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 6*7
ctrl = 0
anim = 640
sprpriority = 2
hitcountpersist = 1

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 3, 1

[State 640, チェーンコンボ判定]
type = VarSet
triggerall = time = 0
trigger1 = (prevstateno = 600) || (prevstateno = 605) || (prevstateno = 610)
trigger2 = (prevstateno = 630) || (prevstateno = 635)
var(8) = 1

;[State 640]
;type = ChangeAnim
;triggerall = time = 0
;trigger1 = var(21) >= 1
;value = 641

[State 640]
type = ChangeAnim
triggerall = time <= 2
trigger1 = var(21) = 0
value = 640

[State 640, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = Ceil((11*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))), 0 ;(11,7)
animtype  = Hard
ground.type = High
air.type = High
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 9, 9
sparkno = s15002
guard.sparkno = s15005
sparkxy = -10, -10
hitsound = s4, 2
guardsound = s6, 0
ground.slidetime = 11
guard.slidetime = 10
ground.hittime  = 11
guard.hittime  = 10
air.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-8
getpower = 18*7,9*7 
givepower= 8*7,0 
yaccel = 0.6
ID = Ifelse(var(14)=0,0,Ifelse(NumHelper(1)=0,45000,0))

[State 640, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 640, ヴァイタルソース回復量]
type = VarAdd
trigger1 = MoveHit = 1
var(37) = Ceil((7*6.67)*(const(data.attack)*0.01))

[State 640, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = -5
ignorehitpause=1

[State 640]
type = ChangeAnim
triggerall = Anim = [640, 641]
trigger1 = AnimTime = 0
value = 39

;===========================================================================
;挑発
;===========================================================================
;キャットクリンチ
[Statedef 196]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 196
ctrl     = 0
velset   = 0,0
sprpriority = 2

[State 196, 回数制限]
type = VarAdd
trigger1 = Time = 0
var(22) = 1

[State 196]
type = PosAdd
trigger1 = AnimElem = 7
x = 40

[State 196, ヒット定義（投げ用）];地上
type = HitDef
triggerall = (StateType != A)
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 197
p2stateno = 199
guard.dist = 0
fall = 1

[State 196, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---自分----------------------------------------------------------------------
[Statedef 197]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 197
ctrl     = 0
velset   = 0,0
sprpriority = 2
facep2   = 0

[State 197, 音声]
type = PlaySnd
trigger1 = time = 1
value = 800
channel = -1

[State 197, 音声]
type = PlaySnd
trigger1 = AnimElem = 4
value = 196
channel = -1

[State 197, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(12) < 0)
edge = 30,0

[State 197, 掴んだ相手の位置１]
type = BindToTarget
trigger1 = AnimElem = 4
pos = 15, 0, Foot

[State 197]
type = ChangeState
trigger1 = AnimTime = 0
value = 198
ctrl = 0

[Statedef 198]
type    = A
movetype= I
physics = N
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 198
poweradd = 0
sprpriority = 2

[State 198]
type = PlayerPush
trigger1 = 1
value = 0

[State 198]
type = PosAdd
trigger1 = Time = 0
y = -20

[State 198]
type = StateTypeSet
trigger1 = AnimElem = 2
physics = A

[State 198]
type = VelSet
trigger1 = AnimElem = 2
x = -8
y = -12

[State 198]
type = Gravity
trigger1 = Time >= 4

;---相手----------------------------------------------------------------------
[Statedef 199]
type     = U
movetype = H
physics  = N
ctrl     = 0
anim     = 0
velset   = 0,0

[State 199]
type = ChangeAnim
trigger1 = 1
value = 0

[State 199]
type = SelfState
trigger1 = time = 38
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 195, 回数制限]
type = VarAdd
trigger1 = Time = 0
var(22) = 1

[State 195, 音声]
type = PlaySnd
trigger1 = time = 20
value = 195
channel = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
; 常時監視ステート（‐２）
;===========================================================================
[Statedef -2]
;===========================================================================

;-------------------------Futa Stuff

[State 0, Cooldown]
type = VarAdd
triggerall = Stateno != 70003 && fvar(24) > 0
triggerall = Stateno != 50003 && fvar(24) > 0
trigger1 = (GameTime % 25) = 0
fv = 24
value = -1 

[State 0, VarSet]; Cum minition
type = VarAdd
trigger1 = (gametime%50) = 0
fv = 31
value = 1

;Stay on Ground after defeated
[State 0, ChangeState]; Stay on ground only if not sex
type = ChangeState
triggerall = Stateno != 50002 && Stateno != 50004 && Stateno != 70002 && Stateno != 70004 && Stateno != 50005 && Stateno != 5110
trigger1 = numhelper(50150) = 1
value = 50005
ctrl = 0

[State 0, AssertSpecial]; Don't turn
type = AssertSpecial
trigger1 = enemynear,stateno = 50005
flag = Noautoturn

[State -2, Send Dying Target to Custom State 5150 for Custom Win pose]
type = TargetState
triggerall = numtarget = 1 
triggerall = target,life <= 0  
trigger1 = target,StateNo = 5110 
value = 5150
ignorehitpause = 1

;[State 0, Helper]; 
;type = Helper
;trigger1 = time = 150 && numhelper(50250) = 0
;helpertype = normal
;name = "Defeated Checker"
;pos = 0,0
;ID = 50250
;size.xscale = 1
;size.yscale = 1
;stateno = 50250 
;postype = p1  
;keyctrl = 0
;ownpal = 0
;supermovetime = 0
;pausemovetime = 0

;-------------------------Futa Stuff End


[State -2, 移動起き上がり]
type = varadd
triggerall = var(3) > 0
trigger1 = (StateNo != 2001) && (StateNo != 2002)
var(3) = -1

;[State -2, 色修正用]
;type = PalFX
;trigger1 = movetype= H 
;time = 1
;add = 0,0,0

[State -2, 色修正用2]
type = PalFX
trigger1 = anim = 47 
time = 1
add = 0,0,0

[State -2, チェーンコンボリセット]
type = VarSet
trigger1 = Ctrl
trigger2 = (StateNo = 0) && Ctrl
trigger3 = (StateNo = 11) && Ctrl
trigger4 = (StateNo = 52)
var(8) = 0

[State -2, 強弱リセット]
type = VarSet
triggerall = Ctrl
trigger1 = var(1) >= 1
var(1) = 0

[State -2, GCリセット]
type = VarSet
triggerall = Ctrl
trigger1 = var(4) >= 1 
var(4) = 0

[State -2, 入れっぱ]
type = VarSet
triggerall = !Ctrl
trigger1 = Command = "holdup"
trigger2 = Command = "holddown"
trigger3 = Command = "holdfwd"
trigger4 = Command = "holdback"
var(5) = 1

[State -2, 入れっぱ]
type = VarSet
triggerall = !Ctrl
trigger1 = Command != "holdup"
trigger1 = Command != "holddown"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
var(5) = 0

[State -2, 投げ記憶]
type = VarSet
trigger1 = (command = "y") || (command = "z")
trigger2 = (command = "b") || (command = "c")
var(13) = ifelse(command="y",1,ifelse(command="b",1,2))

[State -2, 投げ記憶リセット]
type = VarSet
triggerall = var(13)
trigger1 = Ctrl
var(13) = 0

[State -2, フライング防止]
trigger1 = RoundState = 1
trigger2 = RoundState = 2
trigger2 = StateNo = 0
trigger2 = Ctrl = 0
type = NotHitBy 
value = SCA 

[State -2, 根性値設定]
type = VarSet
trigger1 = (TeamMode = single) || (TeamMode = simul)
trigger1 = Lose
trigger2 = TeamMode = turns
var(32) = 1

[State -2, 根性値]
type = DefenceMulSet
triggerall = var(32) = 1
trigger1 = Life <= 30*6.67
value = 0.73

;[State -2, クリップボード]
;type = DisplayToClipboard
;trigger1 = 1
;text = "POINT=%d,POINT=%d,POINT=%d"
;params = var(18),var(36),var(37)

;コンボ補正(ほぼコピペ)------------------------------------------------------
;[State -2, 補正値]
;type = VarSet
;triggerall = roundstate = 2
;;trigger1 = enemy,GethitVar(hitcount) >= 2
;trigger1 = enemy,GethitVar(hitcount) <= 9
;fvar(2) = 1.0 - (enemy,GethitVar(hitcount) * 0.1)

;[State -2, 最小値]
;type = VarSet
;trigger1 = fVar(2) < 0
;trigger2 = enemy,GethitVar(hitcount) >= 10
;fvar(2) = 0.1

;[State -2, ダンシングフラッシュ補正]
;type = VarSet
;trigger1 = StateNo = 1502
;trigger2 = fvar(2) < 0.7
;fvar(2) = 0.7

;[State -2, リセット]
;type = VarSet
;trigger1 = p2movetype != H
;trigger2 = enemy,GethitVar(hitcount) = 0
;fvar(2) = 1.0

;[State -2, 結果]
;type = AttackMulSet
;trigger1 = roundstate = 2
;value = fVar(2)

;=(ヒットストップ中での入力)====================================================

;memo
; 1 = X        2 = Y        3 = Z
; 4 = A        5 = B        6 = C
; 7 = RB,X     8 = RB,Y     9 = RB,Z       10 = RB,ES
;11 = DK,A    12 = DK,B    13 = DK,C       14 = DK,ES
;15 = CS,X    16 = CS,Y    17 = CS,Z       18 = CS,ES
;19 = HC      20 = HC,ES
;21 = DF
;22 = PHM,A   23 = PHM,B   24 = PHM,C

[State -2, リセット]
type = VarSet
triggerall = var(27)
trigger1 = !var(21)
trigger1 = AnimElem = 1
var(27) = 0
ignorehitpause = 1

[State -2]
type = Null
triggerall = var(27) = [0, 6]
triggerall = !Ctrl
trigger1 = Command = "ESキャットスパイク"
trigger1 = var(27) := 18
trigger2 = Command = "キャットスパイク弱"
trigger2 = var(27) := 15
trigger3 = Command = "キャットスパイク中"
trigger3 = var(27) := 16
trigger4 = Command = "キャットスパイク強"
trigger4 = var(27) := 17
trigger5 = Command = "ESデルタキック"
trigger5= var(27) := 14
trigger6 = Command = "デルタキック弱"
trigger6 = var(27) := 11
trigger7 = Command = "デルタキック中"
trigger7 = var(27) := 12
trigger8 = Command = "デルタキック強"
trigger8 = var(27) := 13
trigger9 = Command = "ダンシングフラッシュ"
trigger9 = var(27) := 21
ignorehitpause = 1

[State -2]
type = Null
triggerall = var(27) = [0, 6]
triggerall = !Ctrl
trigger1 = Command = "プリーズヘルプミーA"
trigger1 = var(27) := 22
trigger2 = Command = "プリーズヘルプミーB"
trigger2 = var(27) := 23
trigger3 = Command = "プリーズヘルプミーC"
trigger3 = var(27) := 24
trigger4 = Command = "ヘルキャット"
trigger4 = var(27) := 19
trigger5 = Command = "ESヘルキャット"
trigger5 = var(27) := 20
trigger6 = Command = "ESローリングバックラー"
trigger6 = var(27) := 10
trigger7 = Command = "ローリングバックラー弱"
trigger7 = var(27) := 7
trigger8 = Command = "ローリングバックラー中"
trigger8 = var(27) := 8
trigger9 = Command = "ローリングバックラー強"
trigger9 = var(27) := 9
ignorehitpause = 1

[State -2]
type = Null
triggerall = var(27) = [0, 6]
;triggerall = MoveContact != [9, 10]
;triggerall = (!var(27) && (MoveContact = [1, 8])) || MoveContact > 10 || !MoveContact
triggerall = !Ctrl
trigger1 = Command = "x"
trigger1 = var(27) := 1
trigger2 = Command = "y"
trigger2 = var(27) := 2
trigger3 = Command = "z"
trigger3 = var(27) := 3
trigger4 = Command = "a"
trigger4 = var(27) := 4
trigger5 = Command = "b"
trigger5 = var(27) := 5
trigger6 = Command = "c"
trigger6 = var(27) := 6
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !var(21)
triggerall = var(27) = [1, 6]
triggerall =(StateNo=200)+(StateNo=201)+(StateNo=400)+(var(27)=1)<2
triggerall =(StateNo=230)+(StateNo=231)+(StateNo=430)+(var(27)=4)<2
;triggerall = StateType != A
trigger1 = MoveContact >= 10
trigger2 = !MoveContact
var(21) = 5

[State -2]
type = VarSet
triggerall = !var(21)
triggerall = var(27) = [7, 24]
triggerall =(StateNo=200)+(StateNo=201)+(StateNo=400)+(var(27)=1)<2
triggerall =(StateNo=230)+(StateNo=231)+(StateNo=430)+(var(27)=4)<2
triggerall = StateType != A
trigger1 = MoveContact >= 10
trigger2 = !MoveContact
var(21) = 10

[State -2]
type = VarSet
triggerall = !var(21)
triggerall = var(27)
triggerall =((StateNo=200)+(StateNo=201)+(StateNo=400)+(var(27)=1)>=2)||((StateNo=230)+(StateNo=231)+(StateNo=430)+(var(27)=4)>=2)||(StateType=A)
trigger1 = MoveContact >= 10
trigger2 = !MoveContact
var(21) = 2

[State -2]
type = VarAdd
trigger1 = var(21)
var(21) = -1

[State -2]
type = VarSet
triggerall = var(27)
trigger1 = var(21) = 1
trigger2 = Time = 0
var(27) = 0

[State -2]
type = VarSet
trigger1 = var(21) < 0
trigger2 = Time = 0
var(21) = 0

;[State -2, 空中再攻撃]
;type = Null
;triggerall = !var(27)
;triggerall = StateNo = [600, 640]
;triggerall = Anim != [38, 39]
;triggerall = AnimTime = [-4, 0]
;trigger1 = Command = "x"
;trigger1 = var(27) := 1
;trigger2 = Command = "y"
;trigger2 = var(27) := 2
;trigger3 = Command = "z"
;trigger3 = var(27) := 3
;trigger4 = Command = "a"
;trigger4 = var(27) := 4
;trigger5 = Command = "b"
;trigger5 = var(27) := 5
;trigger6 = Command = "c"
;trigger6 = var(27) := 6
;ignorehitpause = 1

;=(画面端ヒットバック)====================================================

[State -2, ストップ]
type = VelSet
triggerall = StateType != A
trigger1 = MoveContact = 1
x = 0

[State -2, しゃがみ時摩擦修正]
type = VelMul
triggerall = StateType = C
trigger1 = Ctrl
x = 0.85

[State -2, 画面端ヒットバック設定(空中)]
type = VarSet
triggerall = enemynear,backedgebodydist <= 5 || enemynear,frontedgebodydist <= 5
triggerall = StateType = A
trigger1 = MoveContact = 1
var(23) = 8
ignorehitpause=1
persistent = 0

[State -2, 画面端ヒットバック設定(地上)]
type = VarSet
triggerall = enemynear,backedgebodydist <= 5 || enemynear,frontedgebodydist <= 5
triggerall = StateType != A
trigger1 = MoveContact = 1
var(23) = 10
ignorehitpause=1
persistent = 0

[State -2, 画面端ヒットバックカウント]
type = VarAdd
trigger1 = Var(23) > 0
var(23) = -1
ignorehitpause=1

[State -2, ヒットバック発動]
type = VelSet
triggerall = var(23) = 0
triggerall = (StateNo < 700) || (StateNo = [800, 817]) || (StateNo = 850)
triggerall = StateNo != [190, 199]
triggerall = (StateNo = 241) + (AnimElemNo(0) >= 3) < 2
triggerall = (StateNo = 410) + (AnimElemNo(0) >= 4) < 2
triggerall = (StateNo = 440) + (AnimElemNo(0) >= 3) < 2
triggerall = (StateNo = 800) + (AnimElemNo(0) >= 2) < 2
trigger1 = StateType != A
trigger1 = MoveType != H
x = fvar(3)

[State -2, 画面端ヒットバック終了]
type = VarSet
trigger1 = Var(23) <= 0
var(23) = -1
ignorehitpause=1

;=(スペシャルストックゲージ)================================================
[State -2, 出現]
type = Helper
triggerall = Var(24) = 1
triggerall = NumHelper(17000) = 0
trigger1 = RoundNo = 1
trigger1 = RoundState = 2
trigger2 = RoundNo >= 2
name = "Special"
ID = 17000
pos = 999, 999
postype = p1
stateno = 17000

;=(アドバンシングガード)====================================================
[State -2]
type = VarSet
triggerall = var(58) = 0
triggerall = (StateNo = 151) || (StateNo = 153) || (StateNo = 155)
trigger1 = time = 1
var(28) = 0

[State -2, 成功判定リセット]
type = Varset
triggerall = var(58) = 0
triggerall = var(12)
trigger1 = MoveType != H
var(12) = 0

[State -2]
type = VarAdd
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
trigger1 = 1
var(28) = 1

;^(コマンド入力)^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State -2]
type = VarAdd
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
trigger1 = (command = "x") && ((command != "y") || (command != "z") || (command != "a") || (command != "b") || (command != "c"))
trigger2 = (command = "x") && ((command = "y") || (command = "z") || (command = "a") || (command = "b") || (command = "c"))
trigger3 = (command = "a") && ((command != "x") || (command != "y") || (command != "z") || (command != "b") || (command != "c"))
trigger4 = (command = "a") && ((command = "x") || (command = "y") || (command = "z") || (command = "b") || (command = "c"))
trigger5 = (command = "y") && ((command != "x") || (command != "z") || (command != "a") || (command != "b") || (command != "c"))
trigger6 = (command = "y") && ((command = "z") || (command = "b") || (command = "c"))
trigger7 = (command = "b") && ((command != "x") || (command != "y") || (command != "z") || (command != "a") || (command != "c"))
trigger8 = (command = "b") && ((command = "y") || (command = "z") || (command = "c"))
trigger9 = (command = "z") && ((command != "x") || (command != "y") || (command != "a") || (command != "b") || (command != "c"))
trigger10= (command = "c") && ((command != "x") || (command != "y") || (command != "z") || (command != "a") || (command != "b"))
trigger11= (command = "z") && (command = "c")
var(25) = 1

;^(タイムオーバー&ガード終了)^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State -2]
type = VarSet
triggerall = var(58) = 0
trigger1 = var(28) >= 13
trigger2 = (StateNo != [150,155])
var(25) = 0

;^(入力成功)^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  2
trigger1 = (command = "x") || (command = "a")
trigger1 = Random <= 249
name = "ADG"
ID = 1500
postype = p1
stateno = 20000

[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  2
trigger1 = (command = "y") || (command = "b"); || ((command = "y") && ((command = "z" ) || (command = "c" ))) || ((command = "b") && ((command = "z" ) || (command = "c" )))
trigger1 = Random <= 249
name = "ADG"
ID = 1500
postype = p1
stateno = 20001

[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  2
trigger1 = (command = "z") || (command = "c");  || (command = "z") && (command ! = "z" ) || (command = "c") && (command ! = "c" )
trigger1 = Random <= 249
name = "ADG"
ID = 1500
postype = p1
stateno = 20002

;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  3
triggerall = !NumHelper(1500)
trigger1 = (command = "x") || (command = "a")
trigger1 = Random <= 499
name = "ADG"
ID = 1500
postype = p1
stateno = 20000

[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  3
triggerall = !NumHelper(1500)
trigger1 = (command = "y") || (command = "b"); || ((command = "y") && ((command = "z" ) || (command = "c" ))) || ((command = "b") && ((command = "z" ) || (command = "c" )))
trigger1 = Random <= 499
name = "ADG"
ID = 1500
postype = p1
stateno = 20001

[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  3
triggerall = !NumHelper(1500)
trigger1 = (command = "z") || (command = "c");  || (command = "z") && (command != "z" ) || (command = "c") && (command != "c" )
trigger1 = Random <= 499
name = "ADG"
ID = 1500
postype = p1
stateno = 20002

;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  4
triggerall = !NumHelper(1500)
trigger1 = (command = "x") || (command = "a")
trigger1 = Random <= 749
name = "ADG"
ID = 1500
postype = p1
stateno = 20000

[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  4
triggerall = !NumHelper(1500)
trigger1 = (command = "y") || (command = "b"); || ((command = "y") && ((command = "z" ) || (command = "c" ))) || ((command = "b") && ((command = "z" ) || (command = "c" )))
trigger1 = Random <= 749
name = "ADG"
ID = 1500
postype = p1
stateno = 20001

[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  4
triggerall = !NumHelper(1500)
trigger1 = (command = "z") || (command = "c");  || (command = "z") && (command != "z" ) || (command = "c") && (command != "c" )
trigger1 = Random <= 749
name = "ADG"
ID = 1500
postype = p1
stateno = 20002

;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  5
triggerall = !NumHelper(1500)
trigger1 = (command = "x") || (command = "a")
name = "ADG"
ID = 1500
postype = p1
stateno = 20000

[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  5
triggerall = !NumHelper(1500)
trigger1 = (command = "y") || (command = "b"); || ((command = "y") && ((command = "z" ) || (command = "c" ))) || ((command = "b") && ((command = "z" ) || (command = "c" )))
name = "ADG"
ID = 1500
postype = p1
stateno = 20001

[State -2,発動]
type = Helper
triggerall = var(58) = 0
triggerall = (StateNo = [150,155])
triggerall = var(28) <= 12
triggerall = var(25) =  5
triggerall = !NumHelper(1500)
trigger1 = (command = "z") || (command = "c");  || (command = "z") && (command != "z" ) || (command = "c") && (command != "c" )
name = "ADG"
ID = 1500
postype = p1
stateno = 20002

[State -2]
type = PalFX
triggerall = var(58) = 0
trigger1 = NumHelper(1500) >= 1
trigger1 = StateNo = [120,155]
time = 1
add = 256,256,256

;=(アドバンシングガード終了)================================================

;=(ダークフォース)==========================================================

[State -2]
type = ChangeState
triggerall = StateType = S || StateType = C
triggerall = movetype != H
triggerall = Pos Y = 0
triggerall = var(6) = 1
triggerall = var(31) = 0
triggerall = fvar(10) <= 0
trigger1 = ctrl
trigger2 = StateNo = 52
;trigger3 = movetype = A
value = 901

[State -2, DF直後の無敵]
type = NotHitBy
triggerall = time <= 2
trigger1 = PrevStateNo = 900
value = SCA

;============================================================================
;ES色変更
[State -2]
type = PalFX
triggerall = var(1) >= 4
triggerall = movetype != H
triggerall = Time % 10 = [0, 3]
trigger1 = StateNo = [750, 765]
trigger2 = StateNo = [800, 1000]
time = 1
add = 0,64,128
mul = 128,192,256
ignorehitpause = 1

[State -2]
type = PalFX
triggerall = var(1) >= 4
triggerall = movetype != H
triggerall = Time % 10 = [4, 6]
trigger1 = StateNo = [750, 765]
trigger2 = StateNo = [800, 1000]
time = 1
add = 0,64,128
ignorehitpause = 1

[State -2]
type = PalFX
triggerall = var(1) >= 4
triggerall = movetype != H
triggerall = Time % 10 = [7, 9]
trigger1 = StateNo = [750, 765]
trigger2 = StateNo = [800, 1000]
time = 1
add = 0,0,0
ignorehitpause = 1

;============================================================================
;EX色変更
[State -2]
type = PalFX
triggerall = (StateNo = [850, 870]) || ((StateNo = 801) && (PrevStateNo = 850))
triggerall = MoveType != H
trigger1 = Time%14 = [0, 1]
add = 0,96,48
time = 1
ignorehitpause = 1

[State -2]
type = PalFX
triggerall = (StateNo = [850, 870]) || ((StateNo = 801) && (PrevStateNo = 850))
triggerall = MoveType != H
trigger1 = Time%14 = [2, 3]
add = 48,96,0
time = 1
ignorehitpause = 1

[State -2]
type = PalFX
triggerall = (StateNo = [850, 870]) || ((StateNo = 801) && (PrevStateNo = 850))
triggerall = MoveType != H
trigger1 = Time%14 = [4, 5]
add = 96,48,0
time = 1
ignorehitpause = 1

[State -2]
type = PalFX
triggerall = (StateNo = [850, 870]) || ((StateNo = 801) && (PrevStateNo = 850))
triggerall = MoveType != H
trigger1 = Time%14 = [6, 7]
add = 96,48,96
time = 1
ignorehitpause = 1

[State -2]
type = PalFX
triggerall = (StateNo = [850, 870]) || ((StateNo = 801) && (PrevStateNo = 850))
triggerall = MoveType != H
trigger1 = Time%14 = [8, 9]
add = 48,24,96
time = 1
ignorehitpause = 1

[State -2]
type = PalFX
triggerall = (StateNo = [850, 870]) || ((StateNo = 801) && (PrevStateNo = 850))
triggerall = MoveType != H
trigger1 = Time%14 = [10, 11]
add = -48,48,96
time = 1
ignorehitpause = 1

;============================================================================
;勝利アナウンス設定
[State -2, DARKFORCE]
type = VarSet
triggerall = var(15) = 1
triggerall = var(16) = 0
triggerall = RoundState = 3
triggerall = Alive
trigger1 = Var(6) = 1 || StateNo = 1001
var(16) = 6

[State -2, CHEAPFINISH]
type = VarSet
triggerall = var(15) = 1
triggerall = var(16) = 0
triggerall = RoundState = 3
triggerall = Alive
triggerall = Enemy,PrevStateNo = 130 ||  Enemy,PrevStateNo = 131 ||  Enemy,PrevStateNo = [150,153]
triggerall = Var(6) = 0
trigger1 = StateNo = [200, 1800]
var(16) = 5

[State -2, EXFINISH]
type = VarSet
triggerall = var(15) = 1
triggerall = var(16) = 0
triggerall = RoundState = 3
triggerall = Alive
triggerall = Var(6) = 0
trigger1 = StateNo = [850, 900]
var(16) = 4

[State -2, ESFINISH]
type = VarSet
triggerall = var(15) = 1
triggerall = var(16) = 0
triggerall = RoundState = 3
triggerall = Alive
triggerall = Var(6) = 0
trigger1 = NumHelper(818)
trigger1 = Helper(818),MoveHit = [1, 5]
var(16) = 3

[State -2, ESFINISH]
type = VarSet
triggerall = var(15) = 1
triggerall = var(16) = 0
triggerall = RoundState = 3
triggerall = Alive
triggerall = Var(1) >= 4
triggerall = Var(6) = 0
trigger1 = StateNo = [800, 850]
trigger2 = StateNo = [750, 765]
var(16) = 3

[State -2, SPECISLFINISH]
type = VarSet
triggerall = var(15) = 1
triggerall = var(16) = 0
triggerall = RoundState = 3
triggerall = Alive
triggerall = Var(1) < 4
triggerall = Var(6) = 0
trigger1 = StateNo = [800, 850]
trigger2 = StateNo = [750, 765]
var(16) = 2

[State -2, FINISH]
type = VarSet
triggerall = var(15) = 1
triggerall = var(16) = 0
triggerall = RoundState = 3
triggerall = Alive
triggerall = Var(6) = 0
trigger1 = StateNo = [0, 745]
trigger2 = StateNo = [700, 740]
var(16) = 1

[State -2, 表示]
type = Helper
triggerall = !NumHelper(19000)
trigger1 = StateNo = 180
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19000
ownpal = 1

;============================================================================
;戦闘アナウンス
[State -2, FARSTATTACK]
type = VarSet
triggerall = var(15) = 1
triggerall = var(17) = 0
triggerall = StateNo != [120, 155]
trigger1 = MoveType = H
var(17) = 1

[State -2, FARSTATTACK表示]
type = Helper
triggerall = var(15) = 1
triggerall = !NumHelper(19000)
triggerall = var(17) = 0
trigger1 = MoveHit = 1
trigger2 = NumHelper(865)
trigger2 = Helper(865),StateNo = 866
trigger3 = NumHelper(875)
trigger3 = Helper(875),StateNo = 877
trigger4 = NumHelper(980)
trigger4 = Helper(980),MoveHit = 1
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19001
ownpal = 1

[State -2, TECHHIT表示]
type = Helper
triggerall = var(15) = 1
triggerall = !NumHelper(19000)
trigger1 = NumHelper(1500)
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19003
ownpal = 1

[State -2, REVERSAL判定]
type = VarSet
triggerall = StateNo >= 800
trigger1 = PrevStateNo = 5120
trigger2 = PrevStateNo = [2000, 2001]
trigger3 = PrevStateNo = [5000, 5030]
var(19) = 1

[State -2, REVERSAL判定]
type = VarSet
triggerall = var(19) = 1
trigger1 = Ctrl
trigger2 = MoveType = H
var(19) = 0

[State -2, REVERSAL表示]
type = Helper
triggerall = var(15) = 1
triggerall = !NumHelper(19000)
triggerall = StateNo >= 750
triggerall = MoveHit = 1
trigger1 = var(19) = 1
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19004
ownpal = 1

;============================================================================
;ヴァイタルソース
[State -2, Helper]
type = Helper
triggerall = var(14)
triggerall = !NumHelper(1)
triggerall = StateNo != [195, 199]
trigger1 = MoveHit
trigger2 = NumHelper(865)
trigger2 = Helper(865),StateNo = 866
trigger3 = NumHelper(875)
trigger3 = Helper(875),StateNo = 877
trigger4 = NumHelper(818)
trigger4 = Helper(818),MoveHit = 1
trigger5 = NumHelper(980)
trigger5 = Helper(980),MoveHit = 1
name = "VitalSauce"
ID = 1
pos = 0, 0
postype = p1
stateno = 35000
ownpal = 1
ignorehitpause=1

[State -2, ヘルパー認識用]
type = VarSet
triggerall = var(14)
triggerall = !var(20)
trigger1 = NumHelper(1)
var(20) = 1

;-----コンボ管理-----

[State -2, ダンシングフラッシュ]
type = VarAdd
triggerall = var(14)
triggerall = MoveHit = 1
trigger1 = StateNo = 850
trigger1 = Enemy,MoveType = H
var(34) = 10
ignorehitpause=1

[State -2, プリーズヘルプミー]
type = VarAdd
triggerall = var(14)
triggerall = var(34) < 33
trigger1 = StateNo = 861
trigger1 = Enemy,MoveType = H
var(34) = 33
persistent = 0

[State -2, ES追い討ち]
type = VarAdd
triggerall = var(14)
triggerall = MoveHit = 1
trigger1 = StateNo = 750
trigger1 = var(1) = 4
trigger1 = Enemy,MoveType = H
var(34) = 6
ignorehitpause=1

[State -2]
type = VarSet
triggerall = var(14)
triggerall = NumHelper(1)
trigger1 = Helper(1),MoveType = I
trigger1 = !Helper(1),var(1)
trigger1 = Enemy,gethitvar(hitcount) != 0
var(35) = Enemy,gethitvar(hitcount)
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = var(14)
triggerall = NumHelper(1)
trigger1 = Helper(1),MoveType = I
trigger1 = Helper(1),var(1)
trigger1 = Enemy,gethitvar(hitcount) != 0
var(35) = Enemy,gethitvar(hitcount) - 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = var(14)
triggerall = NumHelper(1)
trigger1 = Helper(1),MoveType = I
trigger1 = Enemy,movetype = H
trigger1 = Enemy,stateno != [120,155]
trigger1 = Enemy,gethitvar(hitcount) != 0
var(33) = 1
ignorehitpause = 1

[State -2]
type = hitadd
triggerall = var(14)
triggerall = NumHelper(1)
trigger1 = Helper(1),MoveType = I
trigger1 = Enemy,movetype != H || RoundState = 3
trigger1 = var(33) = 1
value = -(var(35)+var(34))
ignorehitpause = 1

[State -2]
type = varset
triggerall = var(14)
triggerall = NumHelper(1)
trigger1 = Helper(1),MoveType = I
trigger1 = Enemy,movetype != H || RoundState = 3
trigger1 = var(33) = 1
var(33) = 0
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = var(14)
trigger1 = Enemy,MoveType != H || RoundState = 3
var(34) = 0

;[State -2, コンボ非表示(バグ防止)]
;type = HitAdd
;trigger1 = NumHelper(1)
;value = -10

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

[State 35000, 回復量リセット]
type = VarSet
triggerall = var(37)
trigger1 = RoundState != 2
var(37) = 0

[State 35000, タイムカウントセット]
type = VarSet
trigger1 = MoveHit = 1
trigger2 = NumHelper(865)
trigger2 = Helper(865),StateNo = 866
trigger3 = NumHelper(875)
trigger3 = Helper(875),StateNo = 877
trigger4 = NumHelper(980)
trigger4 = Helper(980),MoveHit = 1
var(36) = 46

;============================================================================
;コンボアナウンス
[State -2, アナウンス表示]
type = Helper
triggerall = var(15) = 1
triggerall = !NumHelper(19000)
triggerall = enemy,MoveType != H
trigger1 = var(18) >= 4
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19005
ownpal = 1
ignorehitpause = 1

;-----コンボ計算-----

[State -2]
type = VarSet
triggerall = var(15) = 1
triggerall = var(18) < 4
trigger1 = Enemy,MoveType != H
var(18) = 0

[State -2, 通常ヒット]
type = VarAdd
triggerall = var(15) = 1
trigger1 = MoveHit = 1
var(18) = 1

[State -2, ダンシングフラッシュ]
type = VarAdd
triggerall = var(15) = 1
triggerall = MoveHit = 1
trigger1 = StateNo = [850, 851]
trigger1 = Enemy,MoveType = H
var(18) = 10

[State -2, プリーズヘルプミー]
type = VarAdd
triggerall = var(15) = 1
triggerall = var(18) < 33
trigger1 = StateNo = 861
trigger1 = Enemy,MoveType = H
var(18) = 34

[State -2, ES追い討ち]
type = VarAdd
triggerall = var(15) = 1
triggerall = MoveHit = 1
trigger1 = StateNo = 750
trigger1 = var(1) = 4
trigger1 = Enemy,MoveType = H
var(18) = 6

;============================================================================

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = alive = 1
triggerall = stateno = 5030
trigger1 = time = 1
value = 5030
;---------------------------------------------------------------------------
[State -2, 重力]
type = VelAdd
triggerall = Vel Y < 0
triggerall = StateType = A
trigger1 = StateNo = 50
trigger2 = StateNo = [600, 640]
trigger3 = StateNo = [120, 155]
trigger4 = StateNo = 741
y = 0.575

[State -2, 重力]
type = VelAdd
triggerall = Vel Y > 0
triggerall = StateType = A
trigger1 = StateNo = 50
trigger2 = StateNo = [600, 640]
trigger3 = StateNo = [120, 155]
trigger4 = StateNo = 741
y = 0.5

;[State -2, 重力]
;type = VelAdd
;trigger1 = StateNo = 50
;trigger2 = StateNo = [600, 640]
;y = 0.55
