;すてーと35000台・ゲット武器関連と、武器ゲット技をまとめ。
;35000台から現在武器に応じて派生する。35010台から特殊武器。
;ゲット技は別管轄とする。（こちらは3500台。）
;sffは35**で管理し、0番は武器アイコン、1番は武器名とする 以後必要に応じて差し込んでく
;これの999番にフィニッシュ時のカットインを入れる。
;airにて35**#で画像管理。35**0アイコン、**1武器名、以下略。**9はフィニッシュカット。
;enemyNear,nameで掴んだ敵を判定するつもり。
;相手のステートも監視して、同キャラでのBGM重複を避けたほうがいいか。
;36000番はエネルギーが切れたあとの処理担当。ステート-2-3で発動させる。
;とりがーは名前と特殊武器を管理するVer(*)で。

;ここでは都合上パワーＭＡＸ関連もまとめておく。

;日本の外の皆さんへ
;「Sasuga Fighting ROBERT」は「SUPER FIGHTING ROBOT」の空耳です。
;To you outside Japan
;"Sasuga Fighting ROBERT" is a mishearing of "SUPER FIGHTING ROBOT". 

[Statedef 860]
type = S
physics = S
movetype = I
anim = 2001
ctrl = 0
poweradd = -1000;
velset = 0,0

[State MAXSound]
type = PlaySnd
Trigger1 = Time = 0
Value = 0,21
Channel = 1;SE

[State MAXVOICE]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 0
Value = 1,19;死のメッセージカードだ！
Channel = 0;VC


[State -1];ちょっとこりたいとこ
type = Explod
Trigger1 = Time = 0
postype = p1
pos = -18,-85
anim = 4004
sprpriority = 3

;5int	サブゲージ・現在の装備武器判定　0は無装備　-1はパワーＭＡＸ　1-*****はそれぞれの武器
;6int	サブゲージ　0-3000
;7int	サブゲージ関連で使うかもしれない

[State VarSet1]
Type = Varset
Trigger1 = Time = 0
var(5) = -1

[State VarSet2]
Type = Varset
Trigger1 = Time = 0
var(6) = 3000;ゲージ上限の３０００をセット

[State GuageON]
type = Helper
trigger1 = Time = 0;
trigger1 = !Numhelper(10010)
ID = 10010
Name = "SubPower Guage"
Pos = 0,0
PosType = left;p1
StateNo = 10010
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1
;facing = facing*ifelse(teamside=1,1,-1);２ｐ側なら逆を向く

[State return]
type = ChangeState
Trigger1 = Time > 30;一定時間を過ぎたら
value = 0
ctrl = 1

;---------------------------------
[Statedef 10010]
ctrl = 0
anim = 99999999;10010
ownpal = 1

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA

[State Offset]
type = Varset
trigger1 = Time = 0
var(10) = 0;通常のオフセットは0である

;　partner,***で色々調べてゲージ可変を可能にしたい！
;　または、制限をかけるか・・・？
[State Offset]
type = Varset
trigger1 = Time = 0
trigger1 = NumPartner ;パートナーがいます　Teammodeでの判定は推奨されない？
trigger1 = (partner,ID) < (parent,ID);パートナーＩＤがプレイヤーIDより小さい＝自分は3Pである
var(10) = 16;

[State GuageFRAME 1p]
type = explod
trigger1 = !NumExplod(10010)
trigger1 = teamside = 1;1p側
anim = 10010;ゲージフレーム
id = 10010
postype = left
pos = 45,35+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 5
facing = 1
pausemovetime = -1
supermobetime = -1
scale = 1,1
[State GuageFRAME_B 1p]
type = explod
trigger1 = !NumExplod(10016)
trigger1 = teamside = 1;1p側
anim = 10013;ゲージフレームバック
id = 10016
postype = left
pos = 45,35+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 3
facing = 1
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State GuageFRAME 2p]
type = explod
trigger1 = !NumExplod(10010)
trigger1 = teamside = 2;2p側
anim = 10010;ゲージフレーム
id = 10010
postype = right;left
pos = -45,35+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 5
facing = -1
pausemovetime = -1
supermobetime = -1
scale = 1,1
[State GuageFRAME_b 2p]
type = explod
trigger1 = !NumExplod(10016)
trigger1 = teamside = 2;2p側
anim = 10013;ゲージフレームバック
id = 10016
postype = right;left
pos = -45,35+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 3
facing = -1
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State Guagebar 1p]
type = explod
trigger1 = !Numexplod(10011)
trigger1 = teamside = 1;1p側
anim = 10011;ゲージばー
id = 10011
postype = left
pos = 133,40+var(10);暫定
sprpriority = 4
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = -1;反対を向かす
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State Guagebar 2p]
type = explod
trigger1 = !Numexplod(10011)
trigger1 = teamside = 2;2p側
anim = 10011;ゲージばー
id = 10011
postype = right
pos = -133,40+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 4
facing = 1;反対を向かす
pausemovetime = -1
supermobetime = -1
scale = 1,1

;あいこん
[State COUNTERRESET  10]
type = removeexplod
triggerall = numexplod(10012)
Trigger1 = var(15) != parent,var(5);前回と違っているか？
id = 10012;あいこんを一旦黙らせる

[State Varset 10]
type = varset
Trigger1 = var(15) != parent,var(5);前回と違っているか？
var(15) = parent,var(5)

[State MAXICON 1p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) = -1;ＭＡＸ状態である
anim = 10012;MAXあいこん
id = 10012
postype = left
pos = 50,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 6
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State MAXICON 2p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) = -1;ＭＡＸ状態である
anim = 10012;MAXあいこん
id = 10012
postype = right
pos = -76,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 6
facing = 1;反対を向かす
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State AXELICON 1p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) = -2;AXEL状態である
anim = 10014;AXELあいこん
id = 10012
postype = left
pos = 50,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 6
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State AXELICON 2p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) = -2;AXEL状態である
anim = 10014;AXELあいこん
id = 10012
postype = right
pos = -76,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
sprpriority = 6
facing = 1;反対を向かす
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State WPNICON 1p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+((parent,var(5))*10);ぶきアイコン
id = 10012;アイコンIDを共用したほうが効率がよさげ
postype = left
pos = 65,37+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 4
ontop = 1
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State WPNICON 2p]
type = explod
trigger1 = !Numexplod(10012)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+((parent,var(5))*10);ぶきアイコン
id = 10012;アイコンIDを共用したほうが効率がよさげ
anim = 10012;MAXあいこん
id = 10012
postype = right
pos = -76,37+var(10);暫定
sprpriority = 4
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State WPNNAME 1p]
type = explod
trigger1 = !Numexplod(10013)
trigger1 = NumPartner = 0;パートナーがいない場合
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35001+((parent,var(5))*10);ぶきの名前
id = 10013;武器名ＩＤは10013にする
postype = left
pos = 46,52+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 4
ontop = 1
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State WPNNAME 2p]
type = explod
trigger1 = !Numexplod(10013)
trigger1 = NumPartner = 0;パートナーがいない場合
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35001+((parent,var(5))*10);ぶきの名前
id = 10013;武器名ＩＤは10013にする
postype = right
pos = -138,52+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 4
ontop = 1
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

;カウンターに関しては、Helper側でvarを持つ。
;15 現在のゲージモード　0 ノーマル　1~武器　-1 MAX -2 AXEL
;2　現在の残量
;0　１の位　1 10の位
;前回の値を保存し、今回の値が違ってた場合カウンターを更新させる。

;消費量　3000/var7
;現在ＥＮ/消費量

[State COUNTERWPN]
type = varset
Trigger1 = var(2) != floor( abs(parent,var(6)) / ( abs(3000.0) /abs(parent,var(7)) ) )
var(2) = floor(abs(parent,var(6)) / ( abs(3000.0) /abs(parent,var(7))))
[State COUNTERWPN]
type = varset
Trigger1 = var(2) >= abs(parent,var(7))
var(2) = abs(parent,var(7))

[State COUNTERRESET  1]
type = removeexplod
triggerall = numexplod(10014)
Trigger1 = var(0) != abs(var(2))%10;１の位は前回と違っているか？
id = 10014;1の位のカウンターを一旦黙らせる

[State COUNTERRESET  10]
type = removeexplod
triggerall = numexplod(10015)
Trigger1 = var(1) != floor(abs(var(2))*.1)%10;10の位は前回と違っているか？
id = 10015;10の位のカウンターを一旦黙らせる

[State Varset  1]
type = varset
Trigger1 = var(0) != abs(var(2))%10;１の位は前回と違っているか？
var(0) = abs(var(2))%10;

[State Varset 10]
type = varset
Trigger1 = var(1) != floor(abs(var(2))*.1)%10;10の位は前回と違っているか？
var(1) = floor(abs(var(2))*.1)%10

[State WPNCOUNTER_1 1p]
type = explod
trigger1 = !Numexplod(10014)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+var(0);ぶきかうんたー１の位
id = 10014;アイコンID 1の位は10014
postype = left
pos = 57,38+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State WPNCOUNTER_10 1p]
type = explod
trigger1 = !Numexplod(10015)
trigger1 = teamside = 1;1p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+var(1);ぶきかうんたー10の位
id = 10015;アイコンID 1の位は10014
postype = left
pos = 52,38+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State WPNCOUNTER_1 2p]
type = explod
trigger1 = !Numexplod(10014)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+var(0);ぶきかうんたー１の位
id = 10014;アイコンID 1の位は10014
postype = right
pos = -54,38+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State WPNCOUNTER_10 2p]
type = explod
trigger1 = !Numexplod(10015)
trigger1 = teamside = 2;2p側
trigger1 = parent,var(5) > 0;武器装備状態である
anim = 35000+var(1);ぶきかうんたー10の位
id = 10015;アイコンID 1の位は10014
postype = right
pos = -59,38+var(10);暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State Guagemove]
type = ModifyExplod
trigger1 = NumExplod(10011)
Id = 10011
scale = ifelse((parent,var(6)) > 3000,1.0,(parent,var(6))/3000.0),1
ignorehitpause = 1
;ぱわーＭＡＸのゲージはState-2-3でやっとく！

[State GuageDelete]
type = Removeexplod;ふれーむ消去
trigger1 = NumExplod(10010);10010番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
id = 10010

[State GuageDelete]
type = Removeexplod;ばー消去
trigger1 = NumExplod(10011);10011番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
id = 10011

[State GuageDelete]
type = Removeexplod;アイコン消去
triggerall = NumExplod(10012);10012番
trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
id = 10012

[State GuageDelete]
type = Removeexplod;ぶきねーむ消去
trigger1 = NumExplod(10013);10013番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
id = 10013

[State GuageDelete]
type = Removeexplod;カウンター消去
trigger1 = NumExplod(10014);10014番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
id = 10014

[State GuageDelete]
type = Removeexplod;カウンター消去
trigger1 = NumExplod(10015);10015番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
id = 10015

[State GuageDelete]
type = Removeexplod;バック消去
trigger1 = NumExplod(10016);10016番
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー
id = 10016

[State EndGuage];ゲージ消滅
type = Destroyself
;trigger1 = parent,var(5) = -1
;trigger1 = (parent,var(6)) <= 0 ;パワーＭＡＸのときはゲージがなくなったら消えます　暫定処理
;trigger1 = (parent , var(6)) <= 0
trigger1 = (parent , var(5)) = 0;装備状態がノーマルならきえまそー

[State MAX2];MAX2用
type = PalFX
trigger1 = parent,var(5) = -1
trigger1 = parent,var(6) > 0;var6がある
trigger1 = parent,life < 300;ピンチ
trigger1 = Time%4 = 0
time = 2
add = 80,80,80

[State -2,AxelBG];AXEL用
type = BGPalFX
trigger1 = parent,var(5) = -2;あくせる
;trigger1 = parent,var(6) >= 0;var6がある
trigger1 = gameTime % 2 = 0;TimeMod = 2,0
time = 2;目にやさしくしたい時は値を２にした上で下の魔砲虹のownpalを０にしてください
add = 80,80,80
;mul = 128,64,256;256-((Time % 16)*8),256-(((Time + 11) % 32)*8),256-(((Time + 22) % 32)*8)
;color = 0;グレースケール
color = 96;色彩うすめに。

[State Clip]
type = null;DisplayToClipboard
trigger1 = NumPartner ;パートナーがいます　Teammodeでの判定は推奨されない？
text = "parent = %d partner = %d\nVar10 = %d"
params = (parent,ID),(partner,ID),var(10)

;--------------------------------------------------------------
[Statedef 3500];武器ゲット技
type    = S
movetype= A
physics = N
velset = 0,0
anim = 80001

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0


[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Time = 0
pos = 48, -50
anim = S4050;S***で自分のだったけ
sound = S0,22;20, 0
poweradd = 0;-1000
time = 60;停止時間 (int)
;movetime = 60;停止無視時間 (int)

[State VarInit]
type = Varset;このステートに来たということはVar5は0ということになるけど、念のため
Trigger1 = Time = 0
var(5) = 0

[State VarSet OHAOH];判定はあえてアバウト気味にする。名前が同じだけで別の人物の技を覚えることもアリ
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;たまーにハズレがあるｗｗｗ
Trigger1 = enemynear,name = "Ryo Sakazaki";お覇王だった場合
Trigger2 = enemynear,name = "cvsryo" || enemynear,name = "Ryo"
Trigger3 = enemynear,name = "Robert Garcia";ぼちぼちでんなあ
Trigger4 = enemynear,name = "nbcrobert" || enemynear,name = "Robert NBC"
Trigger5 = enemynear,name = "Yuri Sakazaki";よゆうっち
Trigger6 = enemynear,name = "cvsyuri" || enemynear,name = "Yuri"
Trigger7 = enemynear,name = "Marco Rodriguez"|| enemynear,name = "Khushnood Butt";ロドリゲス
Trigger8 = ((enemynear,name = "Marco")&&Random<500)|| enemynear,name = "Khushnood";メタスラのロッシの人にも反応する
Trigger9 = enemynear,name = "ryo.sakazaki" || enemynear,name = "ffspRyo"
var(5) = 1;覇王翔吼拳
[State VerSet OHAOH 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 1;覇王翔吼拳である
var(7) = 3;3発撃てる

[State VarSet SHINSHORYU];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;たまーにハズレがあるｗｗｗ
Trigger1 = enemynear,name ="Ryu" || enemynear,name ="Ryu-X" ;
Trigger2 = enemynear,name ="Luigi";まんまみ〜や
Trigger3 = enemynear,name ="cvsryu"
var(5) = 2;真昇竜拳
[State VerSet SHORYU 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 2;真昇竜である
var(7) = 2;2発

[State VarSet SHE-VENOM];
type = Varset;
;Triggerall = teammode != simul;simulでは安全性を考慮して使えません。
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;たまーにハズレがあるｗｗｗ
Trigger1 = ((enemynear,name = "Venom")&&Random<500) || enemynear,name ="VenomEX" || enemynear,name ="Venom+";We Are Venom
Trigger2 = ((enemynear,name = "Spider-man")&&Random<333)
;ギルティギアのヴェノムでも引っかかるようにあえてする。逆もしかり。
var(5) = 3;ヴェノム魔理沙
[State VerSet SHE-VENOM 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 3;べのむまりさである
var(7) = 3;3発

[State VarSet DARKANGEL];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;たまーにハズレがあるｗｗｗ
Trigger1 = (enemynear,name ="Venom")||(enemynear,name ="gg_venom")||(enemynear,name ="VENOM");上のステートでRandomが引っかからなかった場合、こっちになるｗ
var(5) = 4;ダークエンジェル
[State VerSet DARKANGEL 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 4;だーくえんじぇるである
var(7) = 3;3発

[State VarSet STRIDER];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;たまーにハズレがあるｗｗｗ
Trigger1 = (enemynear,name ="Strider Hiryu")|| (enemynear,name ="Strider Hien");ター
Trigger2 = (enemynear,name ="rockman zero") || (enemynear,name ="ROCKMAN ZERO")|| (enemynear,name ="Zero");伝説の英雄
var(5) = 5;スラッシュクロー
[State VerSet STRIDER 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 5;サイファーである
var(7) = 2;2発

[State VarSet MERRYXMAS];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 333;アタリづらくする
Trigger1 = (enemynear,name ="udon")|| (enemynear,name ="Reisen_Udongein_Inaba")
var(5) = 6;めりーくりすます
[State VerSet XMAS 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 6;くりすますである
var(7) = 1;1発

[State VarSet RASING];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;たまーにハズレがあるｗｗｗ
Trigger1 = (enemynear,name ="cvsgeese")|| (enemynear,name ="Geese")|| (enemynear,name ="NIGHTMARE GEESE")
Trigger2 = (enemynear,name ="Geese Howard")
Trigger3 = (enemynear,name ="cvsrock")|| (enemynear,name ="Rock")|| (enemynear,name ="Robo Rock")|| (enemynear,name ="Robo Rock Type-2")
var(5) = ifelse(Random < 600,7,8);レイジングストーム+羅生門
;var(5) = ifelse(Random < 100,7,8);でばっぐ用
[State VerSet RASING 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 7;れいじんぐである
var(7) = 3;3発
[State VerSet RASHOMON];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 8;れいじんぐである
var(7) = 2;2発

[State VarSet KAIBA];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 666;ちょっとうれしいヒット
Trigger1 = (enemynear,name ="Seto Kaiba");俺のＤＡＡＡＡＡＡＡ
Trigger2 = (enemynear,authorname ="Nachel_Unknown")&&(enemynear,name ="Tamiflu Miko");フホハハハハハ
Trigger3 = (enemynear,authorname ="kayui uma")&&(enemynear,name ="dragon");とある竜の恋の歌
var(5) = 9;粉砕玉砕大喝采
[State VerSet KAIBA 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 9;社長である
var(7) = 1;1発

[State VarSet HERO(lol)];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="Alex")&&(Random < 650);他に投げキャラ多数追加する
Trigger2 = (enemynear,name ="kira");きら様
Trigger3 = (enemynear,name ="cvszangief")||(enemynear,name ="Zangief")||(enemynear,name ="Zangyura");ハラショー
Trigger4 = (enemynear,name ="Suika Ibuki")||(enemynear,name ="Ibuki_Suika")||(enemynear,name ="Suika_Ibuki")
Trigger5 = (enemynear,name ="siteittene")&&(Random < 150);まんじゅう
var(5) = 10;ハイパーボッ
;候補　ザンギエフ　ザンギュラ　ヒューゴー　ポチョムキン　きら
[State VerSet HERO(lol) 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 10;(笑)である
var(7) = 2;2発

[State VarSet HYPERBOMB];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="Alex");他に投げキャラ多数追加する
var(5) = 11;ぼむ
[State VerSet HYPERBOMB 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 11;ぼむである
var(7) = 6;6発

[State VarSet ROCKS];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="HATSUNE MIKU")
var(5) = 12;歌エネルギー
[State VerSet ROCKS 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 12;うたである
var(7) = 3;3発

[State VarSet OROCHINAGI];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="Kyo Kusanagi")||(enemynear,name ="cvskyo")||(enemynear,name ="ex-kyo")
Trigger2 = (enemynear,name ="KUSANAGI")||(enemynear,name ="CHRIS")||(enemynear,name ="saisyu")
var(5) = 13;おろち
[State VerSet OROCHINAGI 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 13;おろちである
var(7) = 3;3発

[State VarSet YAMIDOUKOKU];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="goenitz")||(enemynear,name ="SVC for Goenitz")||(enemynear,name ="wind")
Trigger2 = (enemynear,name ="goeniko")||(enemynear,name ="Amanda")||(enemynear,name ="another wind")
var(5) = 14;神父
[State VerSet YAMIDOUKOKU 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 14;神父である
var(7) = 1;3発

[State VarSet UNSOU];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="Rugal")||(enemynear,name ="Rugal.B")||(enemynear,name ="cvsrugal")||(enemynear,name ="cvsg_rugal")
Trigger2 = (enemynear,name ="Omega Rugal")||(enemynear,name ="Rugal94(BOSS)")||(enemynear,name ="Rugal94")||(enemynear,name ="S_Rugal")
Trigger3 = (enemynear,name ="God Rugal")||(enemynear,name ="G Rugal")||(enemynear,name ="Adel")||(enemynear,name ="o-Adel")||(enemynear,name ="g-Adel")
Trigger4 = (enemynear,name ="Mature")||(enemynear,name ="Krizalid")||(enemynear,name ="IGNIZ")
var(5) = 15;運送
[State VerSet UNSOU 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 15;運送である
var(7) = 2;3発

[State VarSet JAGIGIGI];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="JAGI")||(enemynear,name ="Ayu Tukimiya")||(enemynear,name ="Hong Meirin")||(enemynear,name ="Hong_Meirin")||(enemynear,name ="Chu-goku")
var(5) = 16;名前言ってね
[State VerSet JAGIGIGI 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 16;じゃぎである
var(7) = 2;3発

[State VarSet KEEEEEEEEEN!!!!!];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="RAOH")||(enemynear,name ="TOKI")||(enemynear,name ="TOKI-(NERICYA)")||(enemynear,name ="JAGI")||(enemynear,name ="SHIN")
;北斗４キョウダイ+アルファ
Trigger2 = (enemynear,name ="HAKUREI")||(enemynear,name ="TELETTE")||(enemynear,name ="Reimu_Hakurei")||(enemynear,name ="Tamiflu Miko")||(enemynear,name ="hakureimu")||(enemynear,name ="ccreimu")
;れいむ
Trigger3 = (enemynear,name ="KENSHIRO")&&(Random%4=0)
var(5) = 17;┌┤´д`├┐ﾋｴｲｹﾝ
[State VerSet KEEEEEEEEEN!!!!! 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 17;ヒエイケンである
var(7) = 2;3発

[State VarSet KEEEEEEEEEN!!!!!];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="KENSHIRO")&&(Random%2=0)
var(5) = 18;頭のひこう
[State VerSet KEEEEEEEEEN!!!!! 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 18;残悔である
var(7) = 1;一発

[State VarSet KEEEEEEEEEN!!!!!];
type = Varset;
TriggerAll = var(5) = 0;現在までに装備に変化が無かった場合
TriggerAll = Time = 0
TriggerAll = Random < 888;
Trigger1 = (enemynear,name ="KENSHIRO")
var(5) = 19;天破活殺
[State VerSet KEEEEEEEEEN!!!!! 2];もう一つ設定が必要なので、さっきのvarをトリガーにして発動させる
type = Varset
Trigger1 = var(5) = 19;天破活殺である
var(7) = 2;２発

;現在、武器は１６種類。以下随時更新

[State Guage];装備できたならゲージを発生させる
type = Varset;げーじ残量にプラス
Trigger1 = var(5) > 0;1以上だった場合
var(6) = 1;3000

[State GuageON]
type = Helper
Trigger1 = var(5) > 0;武器をそうびしている状態なら
trigger1 = Time = 1;
trigger1 = !Numhelper(10010)
ID = 10010
Name = "SubPower Guage"
Pos = 0,0
PosType = left;p1
StateNo = 10010
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1
;facing = facing*ifelse(teamside=1,1,-1);２ｐ側なら逆を向く

[State Pause];すーぱーぽーず後、通常のポーズをちょっとだけ
type = Pause;装備したかどうかでポーズ時間を変動さしる
trigger1 = time = 0
time = 30
movetime = 30

[State HANTEI SUKA];いずれの条件にも当てはまらなかった場合
type = Explod;すかごぶりん
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
Trigger1 = Time = 1
anim = 3500
id = 3500
postype = LEFT
pos = 60, 10
sprpriority = -3
ownpal = 1
bindtime = -1
removetime = 30
supermove = 1
persistent = 0
scale = 2,2

[State HANTEI SUKA];いずれの条件にも当てはまらなかった場合
type = PlaySnd;
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
Trigger1 = Time = 1
value = S0,37;ブー

[State HANTEI ATARI];
type = Explod;装備した場合
Trigger1 = var(5) > 0;武器をそうびしている状態なら
Trigger1 = Time = 1
anim = 3501
id = 3501
postype = p1
pos = 20, -60
sprpriority = -3
ownpal = 1
ontop = 1
bindtime = -1
removetime = 30
supermove = 1
pausemovetime = 99999999
persistent = 0
scale = 1,1

[State HANTEI ATARI 2];上のにエフェクトかけます
type = ModifyExplod
trigger1 = Time < 28
trigger1 = Numexplod(3501)
ID = 3501
pausemovetime = 99999999
scale = 1.0-(Time/30.0),1.0-(Time/30.0)

[State HANTEI ATARI 3];エフェクトもういっこ！
type = Explod
Trigger1 = var(5) > 0;武器をそうびしている状態なら
trigger1 = Time = 20
ID = 3502
anim = 4004
postype = p1
pos = 20, -60
sprpriority = 3
ownpal = 1
ontop = 1
bindtime = -1
supermove = 1
pausemovetime = 99999999
persistent = 0
scale = 1,1


[State HANTEI ATARI BGMSTOP];BGMを停止させる
type = varset
;Trigger1 = var(5) > 0;1以上＝装備した場合
Trigger1 = Time = 1
var(20) = 1;BGM停止

[State -3,STOPBGM HELPER]
type = Helper
Trigger1 = Time = 1
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State HANTEI ATARI INTRO];BGM停止後、イントロ
type = PlaySnd
Trigger1 = var(5) > 0;1以上＝装備した場合
Trigger1 = Time = 1
value = 3,5;3
channel = 2;BGMチャンネル
persistent = 0

;上の後、はずれだったならもどる

[State HANTEI SUKA];いずれの条件にも当てはまらなかった場合
type = StopSnd;
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
Trigger1 = Time = 1
channel = 2;BGMチャンネル

[State HANTEI ATARI BGMON];BGM停止解除
type = varset
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
Trigger1 = Time = 1
var(20) = 0;BGM停止

[State Change]
type = Removeexplod
trigger1 = Time = 30;1
ID = 3500

[State Change]
type = Removeexplod
trigger1 = Time = 30;1
ID = 3501

[State Change]
type = ChangeState
trigger1 = Time = 30;1
value = 3501
ctrl = 0

;---------------------------------
[Statedef 3501];武器ゲット技・判定後
type    = S
movetype= A
physics = N
anim = 80002

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 5
Trigger1 = var(5) > 0;武器が装備されてる
value = 1,ifelse(random < 555,5,6);りゃっ！えいっ！
channel = 0;VC

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
Trigger1 = var(5) = 0;武器が装備されてない
value = 1,45;チッ・・・！
channel = 0;VC

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 17

[State JumpAnim];
Type = Explod
trigger1 = AnimElem = 7
Anim = 4032;持ってるアニメを使う
Id = 4032
Postype = p2
Pos = 0,0
Ownpal = 1
Sprpriority = -1
Persistent = 0
Removeongethit = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
;trigger1 = AnimElem = 1
pos = 25,-20;28, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(10) < 0
edge = 60,0

[State 810, Bind 2]
type = TargetBind
;trigger1 = AnimElemTime(2) < 0
trigger1 = AnimElem = 2
pos = 20,-25;0,0;28, 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -35,-15;0,0;28, 0

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 20,-70;0,0;28, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50,-65;0,0;28, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 7
pos = 55,0;0,0;28, 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 6;11
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 6;11
value = 821

[State 810, Turn 12]
type = Turn;反対を向く！
trigger1 = AnimElem = 3;12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 6;15
x = -10

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) <= 0;装備してないならそのまま終了
value = 0
;value = 3501;武器入手ステート
ctrl = 1

[State 810, State Wpn]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) > 0;装備してるなら次のステートへ
value = 3502;武器入手ステート
ctrl = 0

;---------------------------------
[Statedef 3502];武器ゲット技・げっとだぜ
type    = S
movetype= A
physics = N
anim = 900;すぺるかーど

[State Pause];すーぱーぽーず後、通常のポーズをちょっとだけ
type = Pause;装備したかどうかでポーズ時間を変動さしる
trigger1 = time = 0
time = 80;190;252
movetime = 80;190;252

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA

[State Animbind]
type = Null;ChangeAnim
trigger1 = Time = [25,80]
value = 900
elem = 3;3こま目をしばらく続行

[State Guage];装備できたならゲージを発生させる
type = Varadd;げーじ残量にプラス
Trigger1 = var(5) > 0;1以上だった場合
var(6) = 38;16;3000

[State GuagePlus];回復音
type = PlaySnd
trigger1 = Time % 5 = 1
value = 0,38
;channel = 4;SE臨時
volume = -100
;persistent = 0

[State *,*];じゃきいいいいん
type = PlaySnd
trigger1 = AnimElem = 5;Time = 120;
value = 0,31;3,0
channel = 1;SEチャンネル
persistent = 0

[State *,*];ゲットだぜ！
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 5;Time = 120;
value = 1,39;3,0
channel = 0;VCチャンネル
persistent = 0

[State SasugaFightingROBERT];流石ファイティングロバート
type = PlaySnd
trigger1 = Time = 10;190;252
value = 3,4
channel = 2;BGMチャンネル
volume = -150
loop = 1
persistent = 0

[State Guage];装備できたならゲージを発生させる
type = Varset;げーじ残量にプラス
Trigger1 = var(5) > 0;1以上だった場合
trigger1 = Time >= 80;190;252;ころあいを見て通常状態に
var(6) = 3000

[State 810, State End]
type = ChangeState
trigger1 = Time >= 80;190;252;ころあいを見て通常状態に
value = 0
ctrl = 1


;---------------------------------
[Statedef 3503];武器ゲット技・手動バージョン
type    = S
movetype= A
physics = N
ctrl = 0
anim = 900;すぺるかーど
velset = 0,0

;ゲージを消費してランダムに装備。ただしこれで装備した場合弾数は１で固定となる

[State HANTEI ATARI BGMSTOP];BGMを停止させる
type = Null;varset
trigger1 = Animelemtime(3) = 0;3こま目
var(20) = 1;BGM停止

[State -3,STOPBGM HELPER]
type = Helper
trigger1 = Animelemtime(3) = 0;3こま目
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State HANTEI ATARI INTRO];BGM停止後、イントロ
type = Null;PlaySnd
trigger1 = Animelemtime(3) = 0;3こま目
value = 3,5
channel = 2;BGMチャンネル
persistent = 0

;上の後、はずれだったならもどる

[State HANTEI ATARI BGMON];BGM停止解除
type = varset
Trigger1 = var(5) = 0;これ以前のステートで変動が無かった場合
trigger1 = Time >= 60
var(20) = 0;BGM停止

[State HANTEI ATARI INTRO];流石ファイティングロバート
type = Null;PlaySnd
Trigger1 = var(5) > 0;武器を装備したなら
trigger1 = Time >= 60
value = 3,4
channel = 2;BGMチャンネル
loop = 1
persistent = 0

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Animelemtime(3) = 0;[0,30];3こま目
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = Animelemtime(3) = 0;3こま目
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = Animelemtime(3) = 0;3こま目
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Animelemtime(3) = 0;3こま目
pos = 28, -43
anim = S4050;S***で自分のだったけ
sound = S0,22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 60;停止無視時間 (int)

[State WPNSET];ランダム装備
type = varrandom
trigger1 = Animelemtime(6) = 0;6こま目
v = 5
range = 1,19;現在実装されているナンバーまで。
[State WPNSET2];再抽選
type = varrandom;やばそうなものがヒットした時再抽選を行う
trigger1 = var(5) = 6;みさいる
v = 5
range = 1,19;現在実装されているナンバーまで。
[State WPNSET2];特定条件で装備を遠慮したいものを排除する。この場合パワーMAXに変化。
type = Null;varset
;trigger1 = var(5) = 3;3はsimulだとやばそうなので
;trigger1 = var(5) = 6;みさいる
trigger1 = teammode = simul
var(5) = -1
[State WPNSET DEBUGMODE];デバッグ用　特定の武器の動作を見たい時なんかに
Type = null;varset;Nullを外せば使える
trigger1 = Animelemtime(6) = 0;6こま目
var(5) = 8;ここに装備させたい武器の番号を入れる
[State BULLET];弾数は１
type = varset
trigger1 = var(5) > 0;装備されている
;var(7) = 98;実験 割り切れない数を設定した時どうするかを考えなくてはならない　対応した処理をHelperに差し込むか
var(7) = (Random % 3) + 1;これで弾数が1~3となる
;var(7) = 1;弾数１
persistent = 0

[State Pause]
type = pause
trigger1 = Animelemtime(3) = 0;3こま目
time = 24;停止時間 (int)
movetime = 24;停止無視時間 (int)

[State Guage];装備できたならゲージを発生させる
type = Varset;げーじ残量にプラス
Trigger1 = var(5) > 0;1以上だった場合
trigger1 = Animelemtime(6) = 0;6こま目
var(6) = 3000

[State MAXSound]
type = PlaySnd
trigger1 = Animelemtime(6) = 0;6こま目
Value = 0,21
Channel = 1;SE

[State MAXVOICE]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelemtime(6) = 0;6こま目
Value = 1,42;ドローカード！
Channel = 0;VC

[State -1];ちょっとこりたいとこ
type = Explod
trigger1 = Animelemtime(6) = 0;6こま目
postype = p1
pos = -18,-85
anim = 4004
sprpriority = 3

[State POW];
type = PowerAdd
trigger1 = Animelemtime(6) = 0;6こま目
value = -1000

[State GuageON]
type = Helper
Trigger1 = var(5) != 0;武器をそうびしている状態なら
trigger1 = Animelemtime(6) = 0;6こま目
trigger1 = !Numhelper(10010)
ID = 10010
Name = "SubPower Guage"
Pos = 0,0
PosType = left;p1
StateNo = 10010
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1
;facing = facing*ifelse(teamside=1,1,-1);２ｐ側なら逆を向く

[State 810, State End]
type = ChangeState
trigger1 = Time >= 60
value = 0
ctrl = 1

;---------------------------------
[Statedef 3600];特殊武器投棄・「手札を墓地に捨ててやるぜ！」
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3600;かーど投げ！
velset = 0,0

[State MUTEKI]
type = NotHitBy
trigger1 = time = 0
value = SCA

[State MAXVOICE]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = time = 0
Value = 1,46;手札を墓地に捨ててやるぜ
Channel = 0;VC

[State 3000, Super A]
type = SuperPause
trigger1 = animelemtime(2) = 0
pos = 0, -56
anim = S4050;S***で自分のだったけ
sound = S0,22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)

[State BUSTER]
type = Projectile
trigger1 = Animelemtime(4) = 0
id = 3600;敵判定用
projid = 3600
projanim = 3601
projhitanim = -1
;projhits = var(0)
projhits = 1
projmisstime = 2
projpriority = 30
projremove = 0;あたっても消えない
projremovetime = 10;アニメ終わった頃に消える
offset = 104,-55
velocity = 0, 0
accel = 0,0
attr = S, SP
animtype = Medium
damage    = 80,3
hitflag = MAFD
guardflag = MAF
pausetime = 3,0
sparkno = S4002
guard.sparkno = S4023
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -15
airguard.velocity = -5
air.velocity = -13,-3
air.juggle = 9
air.fall = 1
hitonce = 1

[State WPNSUB]
type = Varset
trigger1 = Animelemtime(4) = 0
Trigger1 = var(6) != 0
var(6) = 0

[State Varset]
type = varset
trigger1 = Animelemtime(4) = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State BGMOFF]
type = varset
trigger1 = Animelemtime(4) = 0
var(20) = 0

[State BGMOFF]
type = StopSnd
trigger1 = Animelemtime(4) = 0
channel = 2;BGM

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------
[Statedef 35000];武器発動技
type    = S
movetype= A
physics = S
ctrl = 0
;地上での特殊武器発動

[State WPNDRIVE]
type = ChangeState
trigger1 = var(5) > 0;ちゃんと武器は装備しているか？
value = 35000+(var(5)*10);1なら、35000+(1*10)=35010へ飛ぶ
ctrl = 0

[State WPN...?]
type = ChangeState
trigger1 = Time > 0;ちゃんと武器は装備しているか？
value = 0;装備してないんじゃんよ〜もどれ。
ctrl = 1

;---------------------------------
[Statedef 35010];覇王翔吼拳
;sffは35**で管理し、0番は武器アイコン、1番は武器名とする 以後必要に応じて差し込んでく
;airにて35**#で画像管理。35**0アイコン、**1武器名、以下略。
type    = S
movetype= A
physics = S
ctrl = 0
anim = 35012;つまり、アクションアニメは35012以降となる

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;[State Vartes]
;type = varset
;trigger1 = 1
;var(6) = var(7)

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time <= 50
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Time = 0
pos = 3,-52;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)

[State TUKAWAZARUWOENAI];使わざるを得ない
type = PlaySnd
trigger1 = Time = 0
value = 3501,0
channel = 0;VCチャンネル
persistent = 0

[State ***]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 19
value = 1,8;でりゃあ！
channel = 0;VC

[State SYOUKOUKEN];飛び道具　覇王翔吼拳
type = projectile
trigger1 = Animelem = 19
ProjID = 35010
projanim = 3002;チャージバスター
projhitanim = 3010;
offset = 40,-48
velocity = 20,0
projremovetime = -1
attr = A,HP
animtype = back
getpower = 0,0
givepower = 50,25
damage = 250,10;当たるのは一発だけど、でかいダメージ
guardflag = HA
hitflag = MAF
pausetime = 0,20
sparkno = 4006;
hitsound = S3501,1;ぱこおおおおおん！！！！！
guardsound = S0,7
ground.type = trip
ground.slidetime = 15
ground.hittime = 30
ground.velocity = -8,-4
guard.velocity = -3
air.velocity = -7.5,-3.5
airguard.velocity = -2,-1
air.juggle = 3
projpriority = 3

[State North]
type = null;VarAdd;当たったら星を奪う
trigger1 = projhittime(35010) = 1
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State Return]
type = ChangeState
trigger1 = animtime = 0;アニメおわった？
value = 0;もどれ。
ctrl = 1

;------------------------------
[Statedef 35020];真・昇竜拳
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35022;1111

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time <= 50
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = , AP;AA
Time     = 2

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 3
value = 1,5;
channel = 0;VC

[State 220, 3]
type = Explod
trigger1 = AnimElem = 3
anim = 4010;手前のケムリオブジェクト。
sprpriority = 5

;アッパー
[State 5150, 6] 
type = Explod
trigger1 = Time = 5;animelem = 3
trigger1 = !numexplod(1101)
anim = 1101
id = 1101
Postype     = P1
Pos         = 40,-135
vel = 0,0
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State DelExplod];アッパー消去
type = RemoveExplod
trigger1 = numexplod(1101) && AnimElem >= 5
Trigger2 = Animelem = 1;Time = 3
Trigger2 = MoveHit;上のアタリ判定が当たったら発動！
ID = 1101

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
Trigger1	  = Animelem = 2;Time = 1;準備動作
Attr              = A, SA
Damage            = 50, 5			;ダメージ
AnimType          = Heavy			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = S4004;エリアルエフェクトにする
guard.dist        = 113             ;相手がガード行動をとる距離
hitsound   = S0,18;キマったことを示すサウンド
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 50,51			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = 0,-6.5			;ヒット時の相手の移動 地上
Air.Velocity      = 0,-6.5			;ヒット時の相手の移動 空中
AirGuard.Velocity = 0,-6.5			;ヒット時の相手の移動 空中ガード
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0
kill = 0;まだKOしない
p1stateno = 35021

;[State SHIN!]
;type = null;changestate
;Trigger1 = Animelem = 1;Time = 3
;Trigger1 = MoveHit;上のアタリ判定が当たったら発動！
;value = 35021

[State -1, HitDef]
Type = NULL;HitDef;ここのアタリ判定はなくす。
;Trigger1          = !MoveContACT
Trigger1	  = Time = 4;一段目
Attr              = A, SA
Damage            = 25, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = S4002;必殺エフェクト２
hitsound   = S0,5;5,0
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 8, 6			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -1,-11			;ヒット時の相手の移動 地上
Air.Velocity      = -1,-11			;ヒット時の相手の移動 空中
AirGuard.Velocity = -1,-11			;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
Trigger1	  = Time >= 5;二段目
Attr              = A, SA
Damage            = 65, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = S4002;必殺エフェクト２
hitsound   = S0,5;5,0
guard.dist        = 113             ;相手がガード行動をとる距離
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 8, 6			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -1,-11			;ヒット時の相手の移動 地上
Air.Velocity      = -1,-11			;ヒット時の相手の移動 空中
AirGuard.Velocity = -1,-11			;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State -1]
Type     = VelSet
Trigger1 = Time = 4;10;飛ぶのがそんくらい
X        = 3

[State -1]
Type     = VelSet
Trigger1 = Time = 5;11
X        = 5

[State -1]
Type     = VelSet
Trigger1 = Time = 6;11
X        = 8

[State -1]
Type     = VelMul
Trigger1 = Time >= 10;18
X        = 0.9

[State -1]
Type     = VelSet
Trigger1 = Time = 5;10
Y        = -6

[State -1]
Type      = StateTypeSet
Trigger1  = Time = 10
StateType = A
Physics   = A

[State -1]
Type     = PlaySnd
Trigger1 = Time = 4;9
Value    = s0, 12;ダッシュ
Channel = 1;SE

[State -1]
Type     = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 52

;------------------------------
[Statedef 35021];真・昇竜拳その２！
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 1011

[State ]
type = changeanim
trigger1 = Time = 0
value = 1011
elem = 4

[State ]
type = PosAdd
trigger1 = time = 0
x = 15

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElem = 5
value = 1,8;でりゃあ！！！
channel = 0;VC

[State 220, 3]
type = Explod
trigger1 = AnimElem = 2
anim = 4010;手前のケムリオブジェクト。
sprpriority = 5

;アッパー
[State 5150, 6] 
type = Explod
trigger1 = Time = 5;animelem = 2
trigger1 = !numexplod(1101)
anim = 1101
id = 1101
Postype     = P1
Pos         = 10,-135
vel = 0,0
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State DelExplod];アッパー消去
type = RemoveExplod
trigger1 = numexplod(1101) && AnimElem >= 8
ID = 1101

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
;Trigger1	  = Time = 1;準備動作
Trigger1	  = Animelem = 4
Attr              = A, SA
Damage            = 150, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
guard.dist        = 100             ;相手がガード行動をとる距離
sparkno = S4004;エリアルエフェクトにする
hitsound   = S0,18;キマったことを示すサウンド
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 50,51			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = 0,-6.5			;ヒット時の相手の移動 地上
Air.Velocity      = 0,-6.5			;ヒット時の相手の移動 空中
AirGuard.Velocity = 0,-6.5			;ヒット時の相手の移動 空中ガード
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0
kill = 0;まだKOしない

[State -1, HitDef]
Type = HitDef
;Trigger1          = !MoveContACT
Trigger1	  = Animelem = 5
Attr              = A, SA
Damage            = 200, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
guard.dist        = 100             ;相手がガード行動をとる距離
sparkno = S4004;エリアルエフェクトにする
hitsound   = S0,18;キマったことを示すサウンド
guardsound = S0,7;6,0
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 9,10;50,51			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = -2,-61			;ヒット時の相手の移動 地上
Air.Velocity      = -2,-61			;ヒット時の相手の移動 空中
AirGuard.Velocity = -2,-61			;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0
yaccel =  2

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = animelemtime(5) = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State -1]
Type     = VelSet
Trigger1 = Time = 4
X = 3

[State -1]
Type     = VelSet
Trigger1 = Time = 5;10
Y        = -6

[State -1]
Type      = StateTypeSet
Trigger1  = Time = 10
StateType = A
Physics   = A

[State -1]
Type     = PlaySnd
;Trigger1 = Time = 4;9
Trigger1  = Animelem = 5
Value    = s0, 36;ちゃろんじゃんぷ
Channel = 1;SE
lowpriority = 1

[State -1]
Type     = ChangeState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value    = 52

;------------------------------
[Statedef 35030];ヴェノム魔理沙　その１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 800;射撃アニメ

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Animelem = 3;Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
;Trigger1 = Animelem = 3;Time = 0
Trigger1 = Time = 2
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 40;停止時間 (int)
movetime = 8;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 7
value = 0,9;チャージ大
;channel=1;SE

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 7
value = 1,15;発射せりふ「バーン！」
channel=0;vc

[State BUSTER]
type = Projectile
trigger1 = Animelem = 7
id = 35030;敵判定用
projid = 35030
projanim = 3002;10050;
projhitanim = 3010;1003
;projhits = var(0)
projhits = 1
projremovetime = 10;消えるまでの時間射程時間 (int)
offset = 40,-48
velocity = 10, 0
;accel = .2,0
; HitDef
attr = S, SP
animtype = Medium
damage    = 0,0;この攻撃自体にダメージは無い
hitflag = MAFD
guardflag = MAF
pausetime = 3,6
sparkno = S4001
guard.sparkno = S4023
;sparkxy = 69,-47;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.velocity = -5
air.juggle = 9
air.fall = 1
hitonce = 1
;p1stateno = 65030;当たったら次のステートへ
p2stateno = 66030;当たったら相手のステートを制御する

[State NEXT]
type = ChangeState
Trigger1 = ProjHitTime(35030) != -1 && ProjHitTime(35030) < 5
Value = 35031;65030;当たったら次のステートへ

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = , AP;AA
Time     = 2

[State NEXT]
type = ChangeState
trigger1 = Time >= 40
;Trigger1 = Animelem = 7;Animtime = 0
Value = 35031;失敗時

;------------------------------
[Statedef 35031];ヴェノム魔理沙　撃ち終わり
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 801;射撃アニメ

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
Trigger1 = ProjHitTime(35030) != -1
Trigger1 = target(35030),Stateno = 66030;相手に当たったかどうか、相手のステートで判別する
value = SCA

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
Trigger1 = ProjHitTime(35030) != -1
Trigger1 = target(35030),Stateno = 66030;相手に当たったかどうか、相手のステートで判別する
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 810, Width 2-11]
type = Width
Trigger1 = ProjHitTime(35030) != -1
Trigger1 = target(35030),Stateno = 66030;相手に当たったかどうか、相手のステートで判別する
edge = 180,0

[State HAZURE]
type = ChangeState
Trigger1 = Animtime = 0
Trigger1 = ProjHitTime(35030) != -1
Trigger1 = target(35030),Stateno = 66030;相手に当たったかどうか、相手のステートで判別する
Value = 65030;当たったら次のステートへ

[State Return]
type = ChangeState
Trigger1 = Animtime = 0
;Trigger1 = ProjHitTime(35030) = -1
value = 0
Ctrl = 1
;------------------------------
[Statedef 65030];ヴェノム魔理沙　その２
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
Anim      = 35032;魔理沙大変身

[State EnemyID]
type = Varset
Trigger1 = Time = 0
var(8) = 35030

;[State 810, Width 2-11]
;type = Width
;Trigger1 = Time = 0
;edge = 180,0

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State Symbiote]
type = Playsnd
;Trigger1 = Animtime != 0
Trigger1 = AnimElemNo(0) <= 16
Trigger1 = Time % 16 = 0
value = 3503,0;ぐちょっ
;channel = 1;SE

[State Voice]
type = Playsnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 0
value = 1,11;うわっ
channel = 0;VC

[State EnemyPosset]
type = TargetBind
trigger1 = Time = 10
ID = var(8)
pos = 180,0

[State Next];次のステートへ
type = ChangeState
Trigger1 = Animtime = 0
value = 65031

;------------------------------
[Statedef 65031];ヴェノム魔理沙　その２
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
Anim      = 65020;魔理沙だっしゅ

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State DashSND]
type = PlaySnd
Trigger1 = Time = 0
value = 0,12;ダッシュ
channel = 1;SE

[State MOVE]
type = velset
Trigger1 = 1
X = 8

[State Next]
type = ChangeState
Trigger1 = facing = 1;右向き
Trigger1 = Screenpos X >= (target(35030),Screenpos X)-40
Trigger2 = facing = -1;左向き
Trigger2 = Screenpos X <= (target(35030),Screenpos X)+40
value = 65032

;------------------------------
[Statedef 65032];ヴェノム魔理沙　その３
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65021;魔理沙らっしゅ１

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
;trigger3 = AnimelemTime(7) = 0
ID = var(8)
value = 66031;その場で食らう

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(7) = 0
ID = var(8)
value = 66032;すこしのけぞる

[State HitSpark]
type = explod
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(7) = 0
anim = ifelse(Random<555,4002,4005)
pos = 30,-50
postype = p1
sprpriority = 5

[State HitFlash]
type = AllPalfx
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(7) = 0
time = 2
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State HitSnd];攻撃時のサウンド
type = PlaySnd
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(7) = 0
value = 0,ifelse(Random<555,4,5)

[State WEBSnd];ウェブロープ音
type = PlaySnd
trigger1 = AnimelemTime(8) = 0
value = 3503,1;ウェブロープ

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
trigger1 = AnimelemTime(3) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(7) = 0
value = -20
ID = var(8)
kill = 0;この段階ではＫＯしない

[State Velset]
type = Velset
Trigger1 = AnimelemTime(7) = 0;3撃目で距離を離す
x = -1

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(8) = 0
ID = var(8)
pos = 190,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(9) = 0
ID = var(8)
pos = 160,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(10) = 0
ID = var(8)
pos = 100,0

[State 810, Width 2-11]
type = Width
trigger1 = Time = 0
trigger2 = AnimelemTime(8) = 0
trigger3 = AnimelemTime(9) = 0
trigger4 = AnimelemTime(10) = 0
edge = 180,0

[State EnemyPosset]
type = TargetBind
trigger1 = Time = 0
ID = var(8)
pos = 40,0

;[State EnemyPosset];ウェブで引っ張る
;type = TargetBind
;trigger1 = AnimTime = 0;アニメーションが一通り終わったら
;ID = var(8)
;pos = 60,0;近くまで引き寄せる

[State Next]
type = ChangeState
trigger1 = AnimTime = 0;アニメーションが一通り終わったら
value = 65033;次のラッシュヘ

;------------------------------
[Statedef 65033];ヴェノム魔理沙　その４
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65022;魔理沙らっしゅ２

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
ID = var(8)
value = 66031;その場で食らう

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(8) = 0
ID = var(8)
value = 66032;すこしのけぞる

[State HitSpark]
type = explod
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(8) = 0
anim = ifelse(Random<555,4002,4005)
pos = 30,-50
postype = p1
sprpriority = 5

[State HitFlash]
type = AllPalfx
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(8) = 0
time = 2
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State HitSnd];攻撃時のサウンド
type = PlaySnd
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(8) = 0
value = 0,ifelse(Random<555,4,5)

[State WEBSnd];ウェブロープ音
type = PlaySnd
trigger1 = AnimelemTime(9) = 0
value = 3503,1;ウェブロープ

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
trigger1 = AnimelemTime(2) = 0
trigger2 = AnimelemTime(5) = 0
trigger3 = AnimelemTime(8) = 0
value = -20
ID = var(8)
kill = 0;この段階ではＫＯしない

[State Velset]
type = Velset
Trigger1 = AnimelemTime(8) = 0;3撃目で距離を離す
x = -1

[State EnemyPosset]
type = TargetBind
trigger1 = Time = 0
ID = var(8)
pos = 40,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(9) = 0
ID = var(8)
pos = 180,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(10) = 0
ID = var(8)
pos = 150,-10

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(11) = 0
ID = var(8)
pos = 80,-5

[State 810, Width 2-11]
type = Width
trigger1 = AnimelemTime(9) = 0
trigger2 = AnimelemTime(10) = 0
trigger3 = AnimelemTime(11) = 0
edge = 130,0

;[State EnemyPosset];ウェブで引っ張る
;type = TargetBind
;trigger1 = AnimTime = 0;アニメーションが一通り終わったら
;ID = var(8)
;pos = 60,0;近くまで引き寄せる

[State Next]
type = ChangeState
trigger1 = AnimTime = 0;アニメーションが一通り終わったら
value = 65034;次のラッシュヘ

;------------------------------
[Statedef 65034];ヴェノム魔理沙　その５
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65023;魔理沙らっしゅ３　腕組み

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State EnemyPosset]
type = TargetBind
trigger1 = Time = 5
ID = var(8)
pos = 120,10

[State 810, Width 2-11]
type = Width
trigger1 = Time = 5
edge = 150,0

[State KAGE]
type = explod;影より不意打ち。黒い水溜り
trigger1 = Time = 5
trigger1 = !Numexplod(65024)
anim = 65024;黒い水溜り
ID = 65024
pos = 90,-8
postype = p1
sprpriority = -3
removetime = 69;32;存在する時間
;removetime = -1;永続

[State KIBA]
type = explod;影より不意打ち。かみつき
trigger1 = Time = 5
trigger1 = !Numexplod(65025)
anim = 65025;襲い掛かる影
ID = 65025
pos = 90,0
postype = p1
sprpriority = 3
removetime = 69;-2;アニメーション一回で消えます
;removetime = -1;永続

[State Symbiote]
type = Playsnd
trigger1 = Numexplod(65025);かみつきアニメが発生している間
Trigger1 = Time % 16 = 0
value = 3503,0;ぐちょっ
;channel = 1;SE

[State TargetState]
type = TargetState
Trigger1 = Time < 69
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
ID = var(8)
value = 66031;その場で食らう

[State HitSpark]
type = explod
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
anim = ifelse(Random<555,4002,4005)
;pos = 90,-50
pos = 120+((Random % 10)-5),-50+((Random % 10)-5)
postype = p1
sprpriority = 5

[State HitFlash]
type = AllPalfx
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
time = 2
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
value = -8
ID = var(8)
kill = 0;この段階ではＫＯしない

[State HitSnd];攻撃時のサウンド
type = PlaySnd
trigger1 = Numexplod(65025);かみつきアニメが発生している間
trigger1 = Time % 8 = 0;8フレームに一回くらい
value = 0,ifelse(Random<555,4,5)

[State Upper];敵さんを上空にホップさせる
type = targetstate
Trigger1 = Time = 69
value = 66033;上空へほっぷする

[State Next]
type = ChangeState
Trigger1 = Time = 125;相手が落ちてきたところを・・・
value = 65035;次のラッシュで拾うっ！

;------------------------------
[Statedef 65035];ヴェノム魔理沙　その５
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65026;魔理沙らっしゅ４　ヴェノムバイト

[State TargetVel]
type = TargetVelset
trigger1 = AnimElemNo(0) != 1
Y = 10.5;敵さんを下に落としまっす
X = -2;少し押し出しまっす

[State Symbiote]
type = Playsnd
trigger1 = Animelemtime(2) = 0
trigger2 = Animelemtime(7) = 0
value = 3503,0;ぐちょっ
;channel = 1;SE

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State MOVE]
type = velset
Trigger1 = Time <= 32;着地するまで
X = 2

[State LANDING]
type = explod;着地時の飛び散り
trigger1 = Animelemtime(10) = 0
trigger1 = !Numexplod(65028)
anim = 65028;
ID = 65028
pos = 0,0
postype = p1
sprpriority = 3
removetime = -2;アニメーション一回で消えます

[State TargetState]
type = TargetState
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
ID = var(8)
value = 66031;その場で食らう

[State HitSpark]
type = explod
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
anim = ifelse(Random<555,4002,4005)
;pos = 90,-50
pos = 70+((Random % 10)-5),-80+((Random % 10)-5)
postype = p1;p2;simulの時問題があるので
sprpriority = 5

[State HitFlash]
type = AllPalfx
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
time = 2
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
value = -8
ID = var(8)
kill = 0;この段階ではＫＯしない

[State HitSnd];攻撃時のサウンド
type = PlaySnd
triggerall = Time % 8 = 0;8フレームに一回くらい
trigger1 = AnimElemNo(0) != 1
trigger2 = AnimElemNo(0) != [7,10]
value = 0,ifelse(Random<555,4,5)

[State Next]
type = ChangeState
trigger1 = AnimTime = 0
value = 35032;フィニッシュスローへ移行！

;------------------------------
[Statedef 35032];ヴェノム魔理沙　フィニッシュ
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
velset = 0,0
Anim      = 65027;魔理沙らっしゅふぃにっしゅ

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State 4500, AssertSpecial];背景消去　発動中ずっと暗くなる　テスト段階では外す
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State WEBSnd];ウェブロープ音
type = PlaySnd
trigger1 = AnimelemTime(1) = 0
value = 3503,1;ウェブロープ

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(1) = 0
ID = var(8)
pos = 100,0

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(2) = 0
ID = var(8)
pos = 80,-70

[State EnemyPosset];ウェブで引っ張る
type = TargetBind
trigger1 = AnimelemTime(3) = 0
ID = var(8)
pos = -10,-60

[State 810, Width 2-11]
type = Width
trigger1 = AnimelemTime(1) = 0
edge = 80,0

[State Damage];相手に与えるダメージ
type = TargetLifeAdd
trigger1 = AnimelemTime(3) = 0
value = -30
ID = var(8)
kill = 1;この一撃でライフが無くなったらＫＯ

[State POSSET];つじつま合わせっぽ
type = velset
trigger1 = Time > 12
;trigger1 = Animelem = 4
X = 15

[State TargetState]
type = TargetState
trigger1 = AnimelemTime(3) = 0
ID = var(8)
value = 66034;向こうへ吹っ飛ぶ

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
type = ScreenBound
trigger1 = Time > 12
value = 0;カメラが追わなくなる

[State Next]
type = ChangeState
Trigger1 = target(35030),Stateno = 5100
Trigger2 = Time = 60
value = 65036;画面に入るためのステート

;------------------------------
[Statedef 65036];ヴェノム魔理沙　終了処理
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
Anim      = 65020;魔理沙だっしゅ

[State Turn]
type = Turn
trigger1 = time = 0

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
Time        = 50
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 180,180,180;0  , 0  , 150
PalAdd      = 0  , 0  , 0
PalMul      = .5 , .5 , .5
Peresistent = 1

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = Time < 20
value = 0;カメラが追わなくなる

[State PosSet];座標セットしてダッシュ地点にする
type = PosSet
trigger1 = Time = 0
trigger1 = Facing = -1
X = 280
Y = 0

[State PosSet]
type = PosSet
trigger1 = Time = 0
trigger1 = Facing = 1
X = -280
Y = 0

[State DashSND]
type = PlaySnd
Trigger1 = Time = 1
value = 0,12;ダッシュ
channel = 1;SE

[State RESET]
type = MoveHitReset
Trigger1 = Time < 20
trigger1 = !winKO;まだ勝負がついていない時

[State MOVE]
type = velset
Trigger1 = Time < 20
X = 8

[State LANDING]
type = explod;着地時の飛び散り
triggerall = !WinKO;まだ勝負がついていないなら
Trigger1 = Time = 20
trigger1 = !Numexplod(65028)
anim = 65028;
ID = 65028
pos = 0,0
postype = p1
sprpriority = 3
removetime = -2;アニメーション一回で消えます

[State Symbiote]
type = Playsnd
triggerall = !WinKO;まだ勝負がついていないなら
Trigger1 = Time = 20
value = 3503,0;ぐちょっ
;channel = 1;SE

[State Next]
type = ChangeState
triggerall = !WinKO;まだ勝負がついていないなら
Trigger1 = Time = 20
value = 0
ctrl = 1

[State Next]
type = ChangeState
triggerall = WinKO;勝負がついた場合、勝利ポーズに移行する
Trigger1 = Time = 20
value = 65037;勝利ポーズ
;ctrl = 0

;------------------------------
[Statedef 65037];ヴェノム魔理沙　終了処理 KO1
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 1
Anim      = 65029;勝利ポーズ

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA

[State ANIMBIND]
type = ChangeAnim
Trigger1 = 1
value = 65029
Elem = 1

;[State EMAGENCY]
;type = ChangeState
;trigger1 = p2movetype = A
;value = 0
;ctrl = 1

;------------------------------
[Statedef 65038];ヴェノム魔理沙　終了処理 KO2
Type      = S
MoveType  = I
Physics   = S
Ctrl      = 0
Anim      = 65029;勝利ポーズ

[State Symbiote]
type = Playsnd
Trigger1 = animelemtime(2) = 0
value = 3503,0;ぐちょっ
;channel = 1;SE

[State Voice];おおわらい
type = PlaySnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 33
value = 1,31;HAHAHAHAHAHAHAHAHAHA!!!!!
channel = 0;VC

;------------------------------
[Statedef 66030];敵さんピヨり
type    = S
movetype= H
physics = S
ctrl = 0
anim = 5300
sprpriority = 0
poweradd = 0
velset = -12,0

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, ]
type = StateTypeSet
trigger1 = pos y >= -5
statetype = S
physics = S

[State 0, ]
type = PosSet
trigger1 = pos y >= -5
y = 0

[State 0, ]
type = VelSet
trigger1 = pos y >= -5
y = 0

;------------------------------
[Statedef 66031];敵さん食らい１（その場固定）
type    = S
movetype= H
physics = S
ctrl = 0
anim = ifelse(Random<555,5000,5010);ランダムでやられモーションを変える
sprpriority = 0
poweradd = 0
velset = 0,0

[State CAMERA];
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, ]
type = StateTypeSet
trigger1 = pos y >= -5
statetype = S
physics = S

[State 0, ]
type = PosSet
trigger1 = pos y >= -5
y = 0

[State 0, ]
type = VelSet
trigger1 = pos y >= -5
y = 0

;------------------------------
[Statedef 66032];敵さん食らい２（食らい移動）
type    = S
movetype= H
physics = S
ctrl = 0
anim = ifelse(Random<555,5000,5010);ランダムでやられモーションを変える
sprpriority = 0
poweradd = 0
velset = 0,0

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, ]
type = VelSet
trigger1 = time = 0
X = -16;後ろにのけぞります

[State CAMERA];のけぞってる間、カメラを外します
type = NULL;ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

[State 0, ]
type = StateTypeSet
trigger1 = pos y >= -5
statetype = S
physics = S

[State 0, ]
type = PosSet
trigger1 = pos y >= -5
y = 0

[State 0, ]
type = VelSet
trigger1 = pos y >= -5
y = 0

;------------------------------
[Statedef 66033];敵さん食らい３（食らい上昇）
type    = A
movetype= H
physics = N;A
ctrl = 0
anim = 5050;浮く
sprpriority = 0
poweradd = 0
velset = 0,-15

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA

[State YAdd]
type = null;Gravity
Trigger1 = 1
[State YAdd]
type = veladd
Trigger1 = 1
Y = .5

[State]

[State CAMERA];のけぞってる間、カメラを外します
type = NULL;ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

;[State 0, ]
;type = StateTypeSet
;trigger1 = pos y = [10,-5];>= -5
;statetype = S
;physics = S

[State 0, ]
type = PosSet
trigger1 = Time > 60
trigger1 = pos y >= -5
y = -5

[State 0, ]
type = VelSet
trigger1 = Time > 60
trigger1 = pos y >= -5
y = 0

;------------------------------
[Statedef 66034];敵さん食らい４（ふっとび）
type    = A
movetype= H
physics = N;A
ctrl = 0
anim = 5050;浮く
sprpriority = 0
poweradd = 0
velset = 130,-8

;フィニッシュ投げなのでここで画面内に入れてしまいたい

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA

[State YAdd]
type = null;Gravity
Trigger1 = 1
[State YAdd]
type = veladd
Trigger1 = 1
Y = .5

;[State 0, ]
;type = StateTypeSet
;trigger1 = pos y = [10,-5];>= -5
;statetype = S
;physics = S

[State FUTTOBI]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 
;------------------------------
[Statedef 35040];ダークエンジェル　本体動作
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 802;射撃アニメ

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
;trigger1 = Animelem = 3
trigger1 = Time = 0
value = 3504,0;千年眼ゲット
channel=0;VC

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Animelem = 3;Time = 0
anim = 10051;ばくら
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Animelem = 3;Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 7
value = 0,9;チャージ大
;channel=1;SE

[State BUSTER]
type = Projectile
trigger1 = Animelem = 7
id = 35030;敵判定用
projid = 35030
projanim = 35042
projhitanim = 3010;1003
;projhits = var(0)
projhits = 999
projmisstime = 2
projpriority = 30
offset = 40,-48
velocity = .1, 0
accel = .4,0
attr = S, SP
animtype = Medium
damage    = 10,3
hitflag = MAFD
guardflag = MAF
pausetime = 3,0
sparkno = S4002
guard.sparkno = S4023
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -15
airguard.velocity = -5
air.velocity = -13,-3
air.juggle = 9
air.fall = 1
hitonce = 1

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = , AP;AA
Time     = 2

[State End]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1
;------------------------------
[Statedef 35050];スラッシュクロー　本体動作
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35052;射撃アニメ

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 5
value = 3505,0;たー
channel=0;VC

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 35053;さいふぁーエフェクト
postype = p1
pos = 0,0
sprpriority = 5
supermovetime = 60
ownpal = 1
bindtime = -1
removetime = 50;しばらくナガレル

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 4;Time = 0
anim = 35054;さいふぁースラッシュ
postype = p1
pos = 0,0
sprpriority = 5
supermovetime = 60
ownpal = 1
bindtime = -1
removetime = 8;しばらくナガレル

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Animelem = 3;Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Animelem = 3;Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = 3505,1;サイファー
;channel=1;SE

[State ZAN]
type = Hitdef
triggerall = Time%2 = 0
trigger1 = Animelem = 4
id = 35030;敵判定用
attr = S, HP
animtype  = Hard
damage    = 200,30;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 245             ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = Sifelse(Random < 555,4037,4036);斬エフェクトを実装する
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,41;セイバーヒット
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -10,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -6.5,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
p2stateno = 35052;相手に参照させるステート

[State BOMB];相手がこの一撃で死ぬ場合、爆発をプラス
Type = Explod
trigger1 = WinKO
trigger1 = !numexplod(6002)
anim = 6002;はでな爆発
ID = 6002
postype = p2
pos = 30,-30
;vel = .1,0
sprpriority = 5
ownpal = 1
facing = -1
bindtime = -1


[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = , AP;AA
Time     = 2

[State End]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;------------------------------
[Statedef 35052]
type    = A
movetype= H
physics = N;A
anim = 5000
ctrl = 0

[State Ret]
type = SelfState
trigger1 = Time >= 5
trigger1 = Alive
;value = 5000
value = 5030

[State Pal]
type = PalFX
trigger1 = !Alive
time = 1
add = 256,256,256
invertall = 0
color = 256

[State Change]
Type      = StateTypeSet
trigger1 = !Alive
Trigger1  = Time = 10
type    = L
movetype= H
physics = N

[State Vel]
type = Velset
trigger1 = !Alive
trigger1 = Time <= 12
X = -2
Y = -1.5

[State Vel]
type = Velset
triggerall = !Alive
trigger1 = Time > 48
X = 0
Y = 0

[State Vel]
type = Posset
triggerall = !Alive
trigger1 = Time > 48
Y = 0


[State Inv]
type = AssertSpecial
trigger1 = !Alive
trigger1 = Time >= 10
flag = NoShadow
flag2 = Invisible

[State Change]
type = ChangeState
trigger1 = !Alive
trigger1 = Time >= 50
trigger1 = pos Y = [-5,5]
value = 5150


;------------------------------
[Statedef 35060];メリークリスマス！
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 41;じゃんぷ
velset	  = 0,-30

[State Changeanim]
type = ChangeAnim
Trigger1 = 1
value = anim
elem = 2

[State VOICE]
type = Playsnd
trigger1 = Time = 0
value = 3506,0;ディープスロートからのプレゼントだ！
channel = 0;VC

[State JUMP];すてーとを空中にする
type = StateTypeSet
trigger1 = Time = 0
statetype = A
movetype = A
physics = N

[State Next]
type = ChangeState
trigger1 = Pos Y < -600
value = 35061

;------------------------------
[Statedef 35061];メリークリスマス！
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
Anim      = 35062;みさいる

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = Null;AssertSpecial
trigger1 = Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State Turn]
type = Turn
trigger1 = facing = -1

[State EDGE]
type = Width
trigger1 = Time = 1
edge = 260,40

[State Velset]
type = Velset
trigger1 = Time = 0
X = 1
Y = 6

[State Angle]
type = Angledraw
trigger1 = 1

[State Angle]
type = Angleset
trigger1 = 1
value = 280

[State BOMBER!!]
type = ChangeState
trigger1 = Pos Y >= 0;着弾確認！
value = 35062
;------------------------------
[Statedef 35062];メリークリスマス！
Type      = A
MoveType  = A
Physics   = N
Ctrl      = 0
anim = 35063
velset = 0,0

[State Tehletteh];てーれってー中のいろいろ停止
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = NOBG
flag3 = NOFG

[State FLASH]
type = allPalFX
trigger1 = Time = 0;1;画面まっしろ
time = 3
add = 256,256,256

[State GUILE]
type = Explod
trigger1 = Time = 0
trigger1 = !Numexplod(15130)
anim = 15130;大気圏
id = 15130
postype = left
pos = 0,0
;ownpal = 0
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 6
;ontop = 1
facing = 1;
pausemovetime = 500
supermovetime = 500
scale = 1,1

[State GENKIDAMA]
type = PlaySnd
trigger1 = Time = 0
value = 0,20;げんきだま
channel = 1;SE

[State StopBGM]
type = Stopsnd
Trigger1 = Time = 0
channel = 2

[State StopBGM];BGMを停止させる
type = varset
Trigger1 = Time = 0
var(20) = 1;BGM停止

[State DRIFFw]
type = PlaySnd
trigger1 = Time = 0
value = 3,2;またイチローかっ
;channel = 2;BGM

[State Pause]
type = Pause
trigger1 = time = 1
time = 100
pausemovetime = 100

[State HITDEF]
type = hitdef
Trigger1	  = Time = 0;準備動作
Attr              = SCA, HA
affectteam = B
Damage            = 0,0			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAFD				;ヒットする状態
guard.dist        = 550             ;相手がガード行動をとる距離
GuardFlag         = A				;ガードできる状態
Priority          = 3, Hit			;攻撃の優先度
;PauseTime         = 9, 9			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = 0,0	;ヒット時の相手の移動 地上
Air.Velocity      = 0,0	;ヒット時の相手の移動 空中
AirGuard.Velocity = 0,0	;ヒット時の相手の移動 空中ガード
;yaccel = 5
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State HITDEF]
type = hitdef
Trigger1	  = Time = 0;準備動作
Attr              = SCA, HA
affectteam = B
Damage            = 0,0			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAFD				;ヒットする状態
guard.dist        = 550             ;相手がガード行動をとる距離
GuardFlag         = M				;ガードできる状態
Priority          = 3, Hit			;攻撃の優先度
;PauseTime         = 9, 9			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = 0,0	;ヒット時の相手の移動 地上
Air.Velocity      = 0,0	;ヒット時の相手の移動 空中
AirGuard.Velocity = 0,0	;ヒット時の相手の移動 空中ガード
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State HITDEF]
type = Targetlifeadd
trigger1 = Time = 1
value = -99999999

[State JIBAKU]
type = lifeadd
trigger1 = Time = 1
value = -99999999

[State KO]
type = AssertSpecial
trigger1 = time <= 450
flag = roundnotover

[State FLASH]
type = AllPalFX
trigger1 = Time >= 300;50*5 = 250
time = 1
;add = 256,256,256
add = (Time - 300)*5,(Time - 300)*5,(Time - 300)*5

;------------------------------
[Statedef 35070];レイジングストーム
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35073

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 5
value = 1,8;でりゃあ！
channel=0;VC

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 1
anim = 35072;ストーーーーム
postype = p1
pos = 0,0
sprpriority = 5
supermovetime = 0
ownpal = 1
bindtime = -1
removeongethit = 1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = 0,9
;channel=1;SE

[State ZAN]
type = Hitdef
;trigger1 = Animelem = 6
triggerall = Animelemtime(6) >= 0
trigger1 = !movecontact
trigger2 = time%4 = 0
id = 35030;敵判定用
attr = S, HP
animtype  = Hard
damage    = 20,3;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 170             ;相手がガード行動をとる距離
pausetime = 0,7
Sparkno = S4002
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,5
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -3,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか

[State -1]
Type     = NotHitBy
Trigger1 = animelem = 1
Value    = , AP;AA
Time     = 2

[State End]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;------------------------------
[Statedef 35080];羅生門　掴み動作
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35083;
sprpriority = 2

[State WPNSUB];投げがスカってもゲージは減るｗ
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35080
attr = S, ST          ;ｓ：立ち　ｎ：通常　ｔ：投げ
guard.dist        = 0             ;相手がガード行動をとる距離
hitflag = MAF
priority = 4, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35082       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66080       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35081

;------------------------------
[Statedef 35081];羅生門　スカ
type = S
physics = S
sprpriority = 0
anim = 920
ctrl = 0

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,45;チッ・・・！
channel = 0;VC

[State End]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1

;------------------------------
[Statedef 35082];羅生門　メイン
type    = S
movetype= A
physics = N;S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35082;

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
;trigger1 = 1;Time <= 50
trigger1 = Animelemtime(12) < 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 12
value = 1,8;でりゃあ！
channel=0;VC

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = animelemtime(12) = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State Damage]
type = TargetLifeAdd
trigger1 = Animelemtime(12) = 0
id = 35080
value = -450
kill = 1
persistent = 0

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelem = 24
value = 1,7;ふんっ！
channel=0;VC

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State -2, 1st Charge]
type = Explod
trigger1 = Animelemtime(8) = 1
anim = 30050
postype = p1
pos = -18,-40;0
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
bindtime = -1
removeongethit = 1

[State 4500, Explod]
type = Explod
trigger1 = Animelemtime(12) = 0
anim = 30031
postype = p1
pos = 35,-40
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
bindtime = -1
removeongethit = 1

[State 4500, Explod];おかしい背景
type = Explod
trigger1 = Animelem = 12
trigger1 = !Numexplod(65071)
trigger1 = enemynear,name!="Hong Meirin"
anim = 65071+(Random%12);背景画像が増えたら値を増やすｗ
id = 65071;
postype = left;p1
pos = 0,0
sprpriority = -5
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
removetime = 50

[State 4500, Explod];背景 対中国
type = Explod
trigger1 = Animelem = 12
trigger1 = !Numexplod(65071)
trigger1 = enemynear,name="Hong Meirin"
anim = 65081;紅美鈴
id = 65071;
postype = left;p1
pos = 0,0
sprpriority = -5
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
ownpal = 1
removetime = 50

[State Clip]
type = null;AppendToClipboard
trigger1 = Time % 4 = 0
text = "Randompar10 = %d\n"
params = Random%10

[State 210, 1]
type = PlaySnd
trigger1 = Animelemtime(12) = 0
value = 0,18;
channel=1;SE

[State FinishEffect]
type = AssertSpecial
trigger1 = Animelemtime(12) = [0,50]
flag = nobardisplay

[State Pause]
type = pause
trigger1 = Animelemtime(12) = 0
time = 50;停止時間 (int)
movetime = 50;停止無視時間 (int)

[State Turn]
type = Turn
trigger1 = AnimElemTime(8) = 0

[State HITRESET]
type = MoveHitReset
trigger1 = AnimTime = 0

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

;------------------------------
[Statedef 66080];羅生門 敵さん食らい（食らい上昇）
type    = A
movetype= H
physics = N;A
ctrl = 0
anim = 5030;5050;
sprpriority = 0
poweradd = 0
velset = 1.2,-10.2

[State Anim]
type = null;ChangeAnim2
trigger1 = Time = 0
value = 5035;5010

[State 191, PosAdd]
type = PosAdd
trigger1 = time = 0
x = ceil(P2Dist X-50) ;80
y = 0

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA

[State YAdd]
type = Veladd
trigger1 = 1;Time <= 60
Y = .258

[State YAdd]
type = null;Gravity
trigger1 = Time > 60

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1;Time <= 60
value = 0;カメラが追わなくなる
movecamera = 1,0

;[State 0, ]
;type = StateTypeSet
;trigger1 = pos y = [10,-5];>= -5
;statetype = S
;physics = S

[State Turn]
type = turn
trigger1 = Time = 60

[State Anim]
type = ChangeAnim
trigger1 = Time > 60
trigger1 = pos y >= -7
value = 5070;5010

[State Damage]
type = null;LifeAdd
trigger1 = Anim = 5070;5010
trigger1 = Animelemtime(1) = 0
value = -450
kill = 1
persistent = 0

[State 0, ]
type = PosSet
trigger1 = Time > 60
trigger1 = pos y >= -7
y = -9
persistent = 0

[State 0, ]
type = VelSet
trigger1 = Time > 60
trigger1 = pos y >= -7
y = -4
x = -8
persistent = 0

[State FUTTOBI]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;------------------------------
[Statedef 65080];真空投げ　掴み動作
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35083;
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
guard.dist        = 0             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 65082       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66082       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 65081

;------------------------------
[Statedef 65081];真空投げ　スカ
type = S
physics = S
sprpriority = 0
anim = 920
ctrl = 0

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,45;チッ・・・！
channel = 0;VC

[State End]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1
;------------------------------
[Statedef 65082];真空投げ　メイン
type    = S
movetype= A
physics = N;S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 65070;

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Animelemtime(9) = 0
value = 1,7;ふんっ！
channel=0;VC

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0, 11

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,12;
channel=1;SE

[State Turn]
type = Turn
trigger1 = AnimElemTime(9) = 0

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

;------------------------------
[Statedef 66082];真空投げ 敵さん食らい（食らい上昇）
type    = A
movetype= H
physics = N;A
ctrl = 0
anim = 5030;5050;浮く
sprpriority = 0
poweradd = 0
velset = 4.2,-15


[State 191, PosAdd]
type = PosAdd
trigger1 = time = 0
x = ceil(P2Dist X-50) ;80
y = 0

[State CAMERA];投げ飛ばしたあと、敵さんにフォーカスを向ける
;simulもーど時、処理をいろいろかえる。
type = ScreenBound
trigger1 = TeamMode = simul;simulもーどの時
value = 0;カメラが追わなくなる
movecamera = 1,0

[State MUTEKI];技が終了するまで他の攻撃を食らわない
type = NotHitBy
trigger1 = 1
value = SCA

[State YAdd]
type = Veladd
trigger1 = 1;Time <= 60
Y = .44

[State YAdd]
type = null;Gravity
trigger1 = Time > 60

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = Time <= 60
value = 0;カメラが追わなくなる
movecamera = 1,0

;[State 0, ]
;type = StateTypeSet
;trigger1 = pos y = [10,-5];>= -5
;statetype = S
;physics = S

[State Turn]
type = turn
trigger1 = Time = 60

[State Damage]
type = LifeAdd
trigger1 = time = 0
value = -80
kill = 1
persistent = 0

[State FUTTOBI]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;------------------------------
[Statedef 35090];滅びのバーストストリーム！！！！
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35094;射撃アニメ
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Animelem = 3;Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Animelem = 3;Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Animelemtime(3) = 0;Time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
;カットイン！モウイッチョー
[state 4002, 1]
type = explod
Trigger1 = Animelemtime(3) = 0;Time = 0
anim = 35092;7000
id = 35090;7000
postype = back
pos = 0, 0
sprpriority = -2
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[state 4002, 1];ストリ〜〜〜〜む
type = explod
trigger1 = Animelemtime(6) = 0;Time = 0
trigger1 = facing = 1
anim = 35093
id = 35093
postype = left
pos = 0, 120
ownpal = 0
bindtime = -1
ignorehitpause = 1
;ontop = 1
sprpriority = 3
facing = 1
scale = 3,5
[state 4002, 1];ストリ〜〜〜〜む
type = explod
trigger1 = Animelemtime(6) = 0;Time = 0
trigger1 = facing = -1
anim = 35093
id = 35093
postype = right
pos = 0, 120
ownpal = 0
bindtime = -1
ignorehitpause = 1
;ontop = 1
sprpriority = 3
facing = -1
scale = 3,5



[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Animelem = 3;Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 7
value = 0,9;チャージ大
;channel=1;SE

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3509,0;滅びのバーストストリーム！！！
channel=0;vc

[State 210, 1]
type = PlaySnd
trigger1 = Time = 40
value = 3509,1;俺のだーっ

[State 210, 1]
type = NotHitBy
Trigger1 = AnimElemtime(3) >= 1
value = SCA
time = 1

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = Time%4 = 0
attr = S, HP
animtype  = Hard
damage    = 8,2;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MAFP;MADFP
guardflag = MA
guard.dist        = 400             ;相手がガード行動をとる距離
pausetime = 0,7
;sparkno = Sifelse((Random < 330),3004,ifelse((Random = [330,660]),3022,3023))
sparkno = Sifelse((Random < 800),4003,6002);真空波動ヒット
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),10,ifelse((Random = [330,660]),-25,-60))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -10,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -6.5,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか

[State PalFX]
type = PalFX
Trigger1 = Time = [20,150]
time = 1
add = 0,0,250
;mul = 128,128,255
color = 0;例の動画を再現

[State Exit]
type = ChangeState
trigger1 = Time >= 160;AnimTime = 0
value = 35091
Ctrl = 0
;------------------------------
[Statedef 35091];滅びのバーストストリーム 終了
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35095;射撃アニメ
sprpriority = 2

[State Exit]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1
;---------------------------------------------------------------------------
[Statedef 35100];主人公（笑）
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35102;別途で投げアニメを製作する
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,25;貴様は罠にはまったんだよ！
channel=0;vc

[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35100
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF          ;コンボの途中から投げが入らないよう設定してある
guard.dist        = 0             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35101       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 65101      ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35081

;---------------------------------------------------------------------------
[Statedef 35101];掴んでーバックドロップ！
type    = S
movetype= A
physics = N
anim = 35103
sprpriority = 1

[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(11) = 0
trigger3 = AnimElemTime(21) = 0
time = 8
id = 35100
pos = 30,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(12) = 0
trigger3 = AnimElemTime(22) = 0
time = 6
id = 35100
pos = 27,-15
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(13) = 0
time = 4
id = 35100
pos = 12,-75
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(14) = 0
time = 4
id = 35100
pos = -45,-80
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(15) = 0
time = 10
id = 35100
pos = -60,-40
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(16) = 0
time = 4
id = 35100
pos = 0,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(17) = 0
time = 4
id = 35100
pos = 20,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(18) = 0
time = 4
id = 35100
pos = 40,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0
trigger2 = AnimElemTime(19) = 0
time = 4
id = 35100
pos = 50,0
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(10) = 0
trigger2 = AnimElemTime(20) = 0
time = 4
id = 35100
pos = 60,0

[State Pos]
type = PosAdd
trigger1 = Animelemtime(6) = 0
trigger2 = Animelemtime(7) = 0
trigger3 = Animelemtime(8) = 0
trigger4 = Animelemtime(9) = 0
trigger5 = Animelemtime(10) = 0
trigger6 = Animelemtime(16) = 0
trigger7 = Animelemtime(17) = 0
trigger8 = Animelemtime(18) = 0
trigger9 = Animelemtime(19) = 0
trigger10 = Animelemtime(20) = 0
X = -22

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA

[State SprPri]
type = SprPriority
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(14) = 0
value = 3
[State SprPri]
type = SprPriority
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(18) = 0
value = 1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0, 11

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Animelemtime(5) = 0
trigger2 = Animelemtime(15) = 0
value = 0, 17;爆発音

[State GEKITOTZ2]
type = Explod
trigger1 = Animelemtime(5) = 0
trigger2 = Animelemtime(15) = 0
Anim = 4032;6012
pos = -60,0
postype = p1
sprpriority = 5
Velocity = 0,0
BindTime = 1
ownpal = 1

[State Damage]
type = TargetLifeAdd
trigger1 = Animelemtime(5) = 0
trigger2 = Animelemtime(15) = 0
value = -110
ID = 35100
kill = 0

[State -1]
Type     = EnvShake
trigger1 = Animelemtime(5) = 0
trigger2 = Animelemtime(15) = 0
Time     = 10
Freq     = 80
Ampl     = 3

[State 810, Width 2-11]
type = Width
trigger1 = 1
edge = 60,0

[State 4500, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 99999999
Length      = 10
TimeGap     = 2
FrameFap    = 1
PalBright   = 64,128,64
PalContrast = 128,128,128
palpostbright =  64,128,64
palcolor = 0
paladd = -60,0,-60
palmul = 1,1,1
Peresistent = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35102

;---------------------------------------------------------------------------
[Statedef 35102];はいぱーぼっ！
type    = A
movetype= A
physics = N
anim = 35104
velset = 2.0,-16
sprpriority = 3

[State Gravity]
type = Veladd
trigger1 = 1
Y = .6

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA


[State GEKITOTZ2]
type = Explod
trigger1 = Time = 0
Anim = 4032;6012
pos = screenpos X,screenpos Y
postype = left;p1
sprpriority = 5
Velocity = 0,0
BindTime = 1
ownpal = 1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0, 12;だっしゅ！

[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time = 15
value = 3510, 0;はいぱーぼっ

[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
time = 8
id = 35100
pos = -54,-65
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(2) = 0
time = 28
id = 35100
pos = -54,-65
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(3) = 0
time = 4
id = 35100
pos = -54,-65
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(4) = 0
time = 4
id = 35100
pos = 0,-88
[State 810, Bind]
type = TargetBind
trigger1 = AnimElemTime(5) = 0
time = 4
id = 35100
pos = 44,-40

[State PosY]
type = Posset
trigger1 = Pos Y >= 10
Y = 10

[state Target]
type = null;TargetVelset
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
id = 35100
X = -6
Y = -15
persistent = 0

[State -1]
Type     = EnvShake
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
Time     = 20
Freq     = 90
Ampl     = 6

[State SprPri]
type = SprPriority
trigger1 = animelemtime(4) = 0
value = 1

[state 4002, 1];
type = explod
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
trigger1 = !Numexplod(35102)
anim = 6001
id = 35102
;postype = p1
pos = 0, 0
ownpal = 1
bindtime = 1
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 2.5,2.5
[State 810, Grab Sound]
type = PlaySnd
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
value = 0, 15;爆発音
persistent = 0

[State Damage]
type = TargetLifeAdd
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
value = -160
ID = 35100
kill = 1
persistent = 0

[State 800, 2]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 10
value = 35103
;---------------------------------------------------------------------------
[Statedef 35103];はいぱーぼっ！終了
type    = A
movetype= A
physics = N
velset = -4.5,-8

[State Gravity]
type = Veladd
trigger1 = 1
Y = .4

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State PosY]
type = Posset
trigger1 = Pos Y >= 0
Y = 0 

[State HITRESET]
type = MoveHitReset
trigger1 = Pos Y >= 0

[State Zanzouoff]
type = AfterImageTime
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
Time = 0

[State 800, 2]
type = ChangeState
trigger1 = Time >= 10
trigger1 = Pos Y >= 0
value = 52;0
;ctrl = 1
;---------------------------------------------------------------------------
[Statedef 65101];ハイパーボッ相手１
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 65100

[State Change]
type = ChangeState
trigger1 = Time > 0
trigger1 = AnimTime =0
value = 65102 

;---------------------------------------------------------------------------
[Statedef 65102];ハイパーボッ相手２
type    = A
movetype= H
physics = N
;velset = 0,0;-6,-15

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 65101

[State 820, 1]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 65103 
;---------------------------------------------------------------------------
[Statedef 65103];ハイパーボッ相手３
type    = A
movetype= H
physics = N
velset = -6,-10
anim = 5050

[State Gravity]
type = veladd;gravity
trigger1 = 1
Y = .6

[State 820, 1]
type = null;ChangeAnim2
Trigger1 = Time = 0
value = 65101

[State 820, 1]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
[Statedef 35110];岩男はいぱーぼむ
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 605

[State 800, 2]
type = ChangeState
Trigger1 = Time = 0
trigger1 = NumHelper(35110) <= 3
value = 65110

[State 800, 2]
type = ChangeState
Trigger1 = 1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 65110];岩男はいぱーぼむ
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 605

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = null;AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = null;Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = null;explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = null;SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = AnimElemtime(5) = 0
value = 1,5;りゃっ！
channel=0;vc

[State 210, 1]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = 0,8;発射

[State 4500, Helper];ヘルパー扱いでミサイルを出す
type = Helper
trigger1 = AnimElem = 5
;trigger1 = !NumHelper(35110)
helpertype = Normal
name = "BOMB Helper"
ID = 35110
stateno = 65112
pos =  40,-20;
postype = p1
facing = 1
ownpal = 1
size.ground.back = 20;前ぶつかり判定 (int)
size.ground.front = 20;後ぶつかり判定 (int)
size.height = 0;縦ぶつかり判定

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

;ばくだんヘルパー---------------------------
[Statedef 65112]
type    = A
movetype= A
physics = N;A
juggle  = 2
ctrl = 0
anim = 35112
sprpriority = 2

[State Push]
type = null;PlayerPush
trigger1 = 1
value = 1

[State Hitby];無敵
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State Velset]
type = velset
trigger1 = Time = 0;1
trigger2 = Pos Y >= 0
X = 3;.5
Y = -9;.5

[State Veladd]
type = veladd
trigger1 = 1
Y = .5;.5

[State AttackDist]
Type = AttackDist
Trigger1 = 1
Value = 80
Persistent = 1

;ここらにアタリ判定記述を
;拡大projectileを出してヘルパーを切ったほうがよさそう。
[State NextState]
Type = ChangeState
trigger1 = P2Dist X = [-30,30]
trigger1 = P2Dist Y = [30,90]
Value = 65113;爆発


[State DelHelper]
type = DestroySelf
trigger1 = ScreenPos X != [-25,345]

;爆発
[Statedef 65113]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 35113
sprpriority = 2

[State AssSP]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;[State Angle]
;type = AngleDraw
;trigger1 = 1
;Scale = 1.5,1.5
;AngleDrawによる拡大はDosでは出来ない。

[state 4002, 1];爆風
type = explod
trigger1 = Time = 0
anim = 6000
pos = 0, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 2,2
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = -60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = -40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, -60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = 40, -40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 2
anim = 6000
pos = 60, 0
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 4
anim = 6000
pos = 40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 6
anim = 6000
pos = 0, 60
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5
[state 4002, 1];
type = explod
trigger1 = Time = 8
anim = 6000
pos = -40, 40
ownpal = 0
bindtime = 1
ignorehitpause = 1
sprpriority = 2
facing = 1
scale = 1.5,1.5

[State 605, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 14

[State Hitdef]
Type = HitDef
Trigger1	  = 1
Attr              = A, SA
Damage            = 55, 5			;ダメージ
AnimType          = Hard			;ヒット時の相手のポーズ
HitFlag           = MAF				;ヒットする状態
GuardFlag         = MA				;ガードできる状態
sparkno = -1;S4002;必殺エフェクト２
hitsound   = -1;S0,5;5,0
guardsound = -1;S0,7;6,0
guard.dist        = 130             ;相手がガード行動をとる距離
Priority          = 3, Hit			;攻撃の優先度
PauseTime         = 8, 6			;ヒット時の硬直時間
SparkNo           = -1				;ヒットエフェクト
Guard.SparkNo     = -1				;ガードエフェクト
Sparkxy           = -10, -60			;エフェクト表示位置
Ground.Type       = High			;どこに当たるか 地上
Air.Type          = High			;どこに当たるか 空中
Ground.SlideTime  = 15				;相手がすべる時間
Ground.HitTime    = 20				;コンボが繋がる時間 地上
Air.HitTime       = 20				;コンボが繋がる時間 空中
Ground.Velocity   = ifelse(P2Dist X <= 0,3,-3),-13			;ヒット時の相手の移動 地上
Air.Velocity      = ifelse(P2Dist X <= 0,3,-3),-13			;ヒット時の相手の移動 空中
;AirGuard.Velocity = -1,-11			;ヒット時の相手の移動 空中ガード
yaccel 		= .5
Kill              = 1				;この攻撃で殺せるか
Fall              = 1				;地面に叩き付けられるか
Air.Fall          = 1				;地面に叩き付けられるか
Fall.Recover      = 0				;リカバーできるか
GetPower          = 80				;ヒット時のパワー増減
Persistent = 0

[State DelHelper]
type = DestroySelf
trigger1 = time >= 8

;------------------------------
[Statedef 35120];歌魔理沙　出だし
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 195
sprpriority = 2

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = 1
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

;この位置に久保技の割り込み予定

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,47;Ｒｏｃｋｓ
channel=0;vc

[State FUKIDASI]
type = explod
trigger1 = Time = 0
anim = 196
pos = 50,-100
facing = ifelse(facing != -1,1,-1)
removetime = 1
ontop = 1
bindtime = -1
removeongethit = 1

;分岐
[State Change]
type = ChangeState
trigger1 = 1
value = 35121+(Random%2)
ctrl = 0

;------------------------------
[Statedef 35121];歌魔理沙　Rocks1-1
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1
;anim = 35122

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = 1
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

[State BGMOFF]
type = varset
trigger1 = Time = 0
var(20) = 1
[State -3,STOPBGM HELPER]
type = Helper
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State BGMOFF]
type = StopSnd
trigger1 = Time = 0
channel = 2;BGM

[State ChangeBGM]
type = PlaySnd
trigger1 = Time = 0
value = 3512,0;Ｒｏｃｋｓ
;channel=2;特殊bgm

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = null;AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 26,-56;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 70;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State WPNKO 2];♪ROCKS
type = Explod
trigger1 = time = 1
anim = 65128
id = 65128;
pos = 0,0
postype = left
removetime = 150
sprpriority = 5
ontop = 1
bindtime = -1

[State WPNKO 2];オーラ
type = Explod
trigger1 = Time = 1
id = 4032
anim = 4032
pos = 0,10
postype = p1
removetime = 620;歌う時間だけ
sprpriority = 3
removeongethit = 1
scale = 1.3,1.3
bindtime = -1

[State WPNKO 2];ぼえ
type = Explod
trigger1 = Time > 0 
trigger1 = Time%20 = 0
id = 35123
anim = 35123+(Random%3)
pos = 0,-56
postype = p1
vel = 3+(Random%3),-2+(Random%4)
facing = facing
removetime = 30
sprpriority = 3

[State 220, 4] ;波紋
type = Projectile
trigger1 = Time > 0 
trigger1 = Time%21 = 0
projid = 35126
projanim = 35126
projhitanim = -1;4004
projremanim = 4004
offset = ceil(P2Dist X-20)+(Random%40),ceil(enemynear,Pos Y)-50+(Random%25)
velocity = 0,0
; HitDef
attr = S, SP
animtype = Light
damage    = 6
;facing = ifelse(facing = -1,1,facing)
projscale = ceil(facing),1
projremove = 0
projremovetime = 4
hitflag = MAFD
guardflag = MAF
pausetime = 0,16
sparkno = -1;S4004;6
guard.sparkno = -1;S4004;23
;sparkxy = 69,-47;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.velocity = -5
air.juggle = 9
air.fall = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 200
value = 3512,10;いけえっガウンジェノサイダー！

[State 4500, Helper]
type = Helper
trigger1 = Time = 220
trigger1 = !Numhelper(65120)
helpertype = Normal
name = "SRX Beam Helper"
ID = 65120
stateno = 65120;4501
pos =  0,-70;-130,-54
postype = back
facing = 1
ownpal = 1
removeongethit = 1

[State ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = 35122

[State BGMOFF]
type = varset
trigger1 = Time >= 620
var(20) = 0

[State BGMOFF]
type = null;StopSnd;鳴り終わるとそのまんまなんでこれは入れなくていい
trigger1 = Time >= 620
channel = 2;BGM

[State Return]
type = ChangeState
trigger1 = Time >= 620
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; びーむ制御
[Statedef 65120]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 5
anim = 30030
juggle = 1
ctrl = 0
hitcountpersist = 1

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

[State 4501, PosSet]
type = null;PosSet
;trigger1 = parent, facing = 1
trigger1 = 1
y = -120
ignorehitpause = 1

;アタリ判定
[State 4501, HitDef]
type = HitDef
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
trigger1 = !MoveContact
trigger2 = TimeMod = 4,0
attr = S, HP
animtype  = Hard
damage    = 2,1;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 385             ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = S65120
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -10,-10
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -6.5,-10
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
;p2stateno = 4506

[State BAMPRESTO]
type = PlaySnd
trigger1 = movehit
value = 3512,11
persistent = 0

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = S
;trigger2 = enemyNear, StateType = C
;x = -15

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = L
;x = -4

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State Beamend]
type = changeanim
trigger1 = Time = 360
value = 30031

[State ***]
type = playsnd
trigger1 = Anim = 30031
trigger1 = Animelem = 1
value = 0,0

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = Anim = 30031
trigger1 = Animtime = 0
;trigger2 = !AnimTime

;------------------------------
[Statedef 35122];歌魔理沙　Rocks2-1
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1
;anim = 35122

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = 1
time = 1;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

[State BGMOFF]
type = varset
trigger1 = Time = 0
var(20) = 1
[State -3,STOPBGM HELPER]
type = Helper
trigger1 = var(20) = 1;var20がオンになったら
trigger1 = !Numhelper(37000);かぶってないか確認
ID = 37000
Name = "STOPBGM HELPER"
Pos = 0,0
PosType = left;p1
StateNo = 37000
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State BGMOFF]
type = StopSnd
trigger1 = Time = 0
channel = 2;BGM

[State ChangeBGM]
type = PlaySnd
trigger1 = Time = 0
value = 3512,1;Ｒｏｃｋｓ
;channel=2;特殊bgm

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = null;AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 26,-56;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 86;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State WPNKO 2];♪ROCKS
type = Explod
trigger1 = time = 1
anim = 65128
id = 65128;
pos = 0,0
postype = left
removetime = 150
sprpriority = 5
ontop = 1
bindtime = -1

[State WPNKO 2];オーラ
type = Explod
trigger1 = Time = 1
id = 4032
anim = 4032
pos = 0,10
postype = p1
removetime = 680;歌う時間だけ
sprpriority = 3
removeongethit = 1
scale = 1.3,1.3
bindtime = -1

[State WPNKO 2];ぼえ
type = Explod
trigger1 = Time > 0 
trigger1 = Time%20 = 0
id = 35123
anim = 35123+(Random%3)
pos = 0,-56
postype = p1
vel = 3+(Random%3),-2+(Random%4)
removetime = 30
facing = facing
sprpriority = 3

[State 220, 4] ;波紋
type = Projectile
trigger1 = Time > 0 
trigger1 = Time%21 = 0
projid = 35126
projanim = 35126
projhitanim = -1;4004
projremanim = 4004
offset = ceil(P2Dist X-20)+(Random%40),ceil(enemynear,Pos Y)-50+(Random%25)
velocity = 0,0
; HitDef
attr = S, SP
animtype = Light
damage    = 6
;facing = ifelse(facing = -1,1,facing)
projscale = ceil(facing),1
projremove = 0
projremovetime = 4
hitflag = MAFD
guardflag = MAF
pausetime = 0,16
sparkno = -1;S4004;6
guard.sparkno = -1;S4004;23
;sparkxy = 69,-47;-35
hitsound   = S0,11;S5,1
guardsound = S0,7;S6,0
ground.type = High
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.velocity = -5
air.juggle = 9
air.fall = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 200
value = 3512,12;テレキネシスミサイル発射！

[State 4500, Helper]
type = Helper
trigger1 = Time = 280
trigger1 = !Numhelper(65121)
helpertype = Normal
name = "SRX Missile Helper"
ID = 65121
stateno = 65121;4501
pos =  0,0;-130,-54
postype = back
facing = 1
ownpal = 1
removeongethit = 1

[State ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = 35122

[State BGMOFF]
type = varset
trigger1 = Time >= 680
var(20) = 0

[State BGMOFF]
type = null;StopSnd;鳴り終わるとそのまんまなんでこれは入れなくていい
trigger1 = Time >= 680
channel = 2;BGM

[State Return]
type = ChangeState
trigger1 = Time >= 680
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; みさいる制御
[Statedef 65121]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 5
anim = 15123
juggle = 1
ctrl = 0
hitcountpersist = 1

[State Pos]
type = null;Posset
trigger1 = 1
X = 0
Y = 0

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

;アタリ判定
[State 4501, HitDef]
type = HitDef
trigger1 = Time >= 20
trigger1 = Time%10 = 0
attr = S, HP
animtype  = Hard
damage    = 6,1;かなり当たるので威力調整には注意が必要
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
guard.dist        = 9999             ;相手がガード行動をとる距離
pausetime = 0,7
sparkno = -1;S65120
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), ifelse((Random < 330),0,ifelse((Random = [330,660]),0,-30))
;sparkxy =  ceil(Random*(-20 - -50 + 1.0)/(1.0+999)),ceil(Random*(10 - -40 + 1.0)/(1.0+999))
hitsound   = S0,11;ばすたーひっと音
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0,-.5
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = High
air.velocity = 0,-.5
airguard.velocity = 0
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
;p2stateno = 4506

[State 210, 1]
type = PlaySnd
trigger1 = Time %10 = 0
value = 0,15+(Random%3);爆音
channel = 1;se

[state 4002, 1];
type = explod
trigger1 = Time %5 = 0
anim = 6000
id = 35102
postype = left
pos = Random%320, 1*(1+(Random%240))
ownpal = 0
bindtime = 1
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 2,2

[state 4002, 1];
type = explod
trigger1 = Time %15 = 0
anim = 65121
id = 35102
postype = left
pos = (Random%320)-6, (1+(Random%240))-6
ownpal = 0
velocity = 2.6,5.6
bindtime = 1
removetime = 40
ignorehitpause = 1
;ontop = 1
sprpriority = 2
facing = 1
scale = 2.5,2.5

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = S
;trigger2 = enemyNear, StateType = C
;x = -15

;[State 4501, TargetVelSet]
;type = TargetVelSet
;triggerall = parent, AnimElem = 61, = 0
;triggerall = Time = 250
;trigger1 = enemyNear, StateType = L
;x = -4

[State 4501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State 4501, DestroySelf]
type = DestroySelf
trigger1 = Time = 420
;trigger2 = !AnimTime

;------------------------------
[Statedef 35130];大蛇薙　その１
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35132
sprpriority = 2
velset = 0,0

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time < 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,44;ぶちころすぞ・・・
channel = 0;vc

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Time = 0
pos = 26,-54;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

;指先ほのお
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 65130
id = 65130;7000
postype = p1
pos = 26, -60
sprpriority = 3
ownpal = 1
removetime = -1
bindtime = -1
supermove = 1
persistent = 0
removeongethit = 1

[State -1]
Type     = NotHitBy
Trigger1 = Time = 0
Value    = , AP;AA
Time     = 2

[State End]
type = ChangeState
Trigger1 = !Var(59)
trigger1 = Animtime = 0
trigger1 = command != "holdy";ボタンを離したか
trigger2 = time > 180
Trigger3 = Var(59) && RoundState = 2
Trigger3 =  Animtime = 0
value = 35131
;------------------------------
[Statedef 35131];大蛇薙　その２
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35133


[State modexp]
type = modifyexplod
trigger1 = animelemtime(1) = 0
id = 65130
postype = p1
pos = -2,-52
[State modexp]
type = modifyexplod
trigger1 = animelemtime(2) = 0
id = 65130
postype = p1
pos = 0,-54
[State modexp]
type = modifyexplod
trigger1 = animelemtime(3) = 0
id = 65130
postype = p1
pos = 4,-56
[State modexp]
type = modifyexplod
trigger1 = animelemtime(4) = 0
id = 65130
postype = p1
pos = 34,-42
sprpriority = -1
[State modexp]
type = modifyexplod
trigger1 = animelemtime(5) = 0
id = 65130
postype = p1
pos = -8,-48
sprpriority = -1
[State Remexp]
type = removeexplod
trigger1 = animelemtime(5) = 26
id = 65130
[state 4002, 1]
type = explod
trigger1 = animelemtime(5) = 26
anim = 65131
id = 65131;7000
postype = p1
pos = -8,-48
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

;振るう炎１
[state 4002, 1]
type = explod
trigger1 = animelemtime(5) = 0
anim = 65132
id = 65132;7000
postype = p1
pos = -8,-56
sprpriority = -1
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
scale = 1,.4
removeongethit = 1
;振るう炎２
[state 4002, 1]
type = explod
trigger1 = animelemtime(4) = 0
anim = 65133
id = 65133;7000
postype = p1
pos = 48,-34
sprpriority = 3
ownpal = 1
removetime = 16
bindtime = -1
supermove = 1
persistent = 0
removeongethit = 1
[state 4002, 1]
type = explod
trigger1 = animelemtime(4) = 16
anim = 65134
id = 65134;7000
postype = p1
pos = 48,-34
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
removeongethit = 1

;攻撃判定は炎に
[State Atari]
type = Projectile
trigger1 = animelemtime(5) = 0
projID = 65135
projanim = 65135
projscale = 1,1
projremove = 0
projremovetime = 12
offset = 108,-38
postype = p1
;hitdef
attr = S, HP
animtype  = Hard
damage    = 180,10;
getpower = 0,0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,7
Sparkno = -1;S6000
sparkxy = 0,0;ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-15)), ifelse((Random < 330),-40,ifelse((Random = [330,660]),-30,-50))
hitsound   = S0,17
guardsound = S0,7;これもバスターのものを
guard.sparkno = S4023;こいつはあのガードアニメを
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = -4,-3
guard.slidetime = 11
guard.hittime = 11
guard.velocity = -4.5
air.type = High
air.velocity = -3,-3
airguard.velocity = -4.5
ground.cornerpush.veloff = 0;1
air.cornerpush.veloff = 0;2
down.cornerpush.veloff = 0;3
guard.cornerpush.veloff = 0;4
airguard.cornerpush.veloff = 0;5
fall = 1
Fall.Recover      = 0				;リカバーできるか
projedgebound = 120
projstagebound = 120
palfx.time = 55
palfx.add = -40,30,-100
palfx.sinadd = 50,60,60,10
palfx.color = 0
palfx.invertall = 1

[State Baku]
type = explod
trigger1 = ProjHitTime(65135) = 1
anim = 6000
postype = p2
pos = -6,2
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
[State Baku]
type = explod
trigger1 = ProjHitTime(65135) = 1
anim = 6000
postype = p2
pos = -30,-34
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
scale = 1.5,1.5
[State Baku]
type = explod
trigger1 = ProjHitTime(65135) = 1
anim = 6000
postype = p2
pos = 12,-56
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
scale = 1.5,1.5
[State Baku]
type = explod
trigger1 = movehit
anim = 6000
postype = p2
pos = -16,-78
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0
scale = 1.5,1.5


[State 210, 1]
type = VelSet
trigger1 = animelemtime(5) = 0
X = 5

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(5) = 0
value = 1,8;でりゃあ！
channel = 0;vc
[State 210, 1]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 0,16;
channel = 1;se

[State End]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1
;------------------------------
[Statedef 35140];やみどうこく　掴み動作
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35083;
sprpriority = 2

[State WPNSUB];投げがスカってもゲージは減るｗ
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
id = 35140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF
guard.dist        = 0             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35142       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66140       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35081

;------------------------------
[Statedef 35141];やみどうこく　スカ
type = S
physics = S
sprpriority = 0
anim = 920
ctrl = 0

[State ]
type = playsnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,45;チッ・・・！
channel = 0;VC

[State End]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1

;------------------------------
[Statedef 35142];やみどうこく　メイン
type    = S
movetype= A
physics = N;S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35144;35083;

[State 810, Width 2-11]
type = Width
trigger1 = 1
edge = 40,0

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State Damage]
type = TargetLifeAdd
trigger1 = Time = [1,119]
id = 35140
value = -3
kill = 0
[State Damage]
type = TargetLifeAdd
trigger1 = Time = 120
id = 35140
value = -5
kill = 1

[State Vel]
type = targetvelset
trigger1 = Time = [120,125]
X = -3
Y = -1

[State Bind]
type = TargetBind
trigger1 = Time = [0,120]
id = 35140
time = 1
pos = 54,-50

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,30;ふふふふふふ
channel=0;VC
[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,36;えふぇくとさうんど
channel=1;se

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 0,-58;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)


[state 4002, 1]
type = explod
trigger1 = Time = 1
trigger1 = !numexplod(35142)
anim = 35142
id = 35142;7000
postype = p1
pos = 54,0
sprpriority = 3
ownpal = 1
removetime = 119
bindtime = -1
supermove = 1
persistent = 0
[state 4002, 1]
type = explod
trigger1 = Time = 120
trigger1 = !numexplod(35143)
anim = 35143
id = 35143
postype = p1
pos = 54,0
sprpriority = 3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State Anim]
type = Changeanim
trigger1 = Time = 120
value = 801

[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 120
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State End]
type = ChangeState
trigger1 = Time > 120
trigger1 = Animtime = 0
value = 0
ctrl = 1
;テキさんステート-------------
[Statedef 66140]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 66140
sprpriority = 1

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA

[State Anim]
type = changeanim2
trigger1 = Time = 0
value = 66140

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる


[State Change]
type = SelfState
trigger1 = Time > 110
value = 5030 
;------------------------------
[Statedef 35150];運送　その１　突進
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
Anim      = 35153
sprpriority = 2
velset = 0,0

[State 100, 1]
type = VelSet
trigger1 = 1
x = 7.4;6.5

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time < 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,0;いくぜっ
channel = 0;vc

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10050
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 800, 1]
type = HitDef
Trigger1 = 1
id = 35150
attr = SCA, HT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF          ;運送は自重しない
guardflag = MA
guard.dist        = 95             ;相手がガード行動をとる距離
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
guard.sparkno = S4023
hitsound   = S0,42;S5,1
sparkxy = -16,-28;-35
guardsound = S0,7;S6,0
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35151       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66150       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 3000, Super A]
type = SuperPause
;Trigger1 = Anim = 900
;trigger1 = AnimElem = 2, 1
Trigger1 = Time = 0
pos = 5,-54;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State -1]
Type     = NotHitBy
Trigger1 = Time = 0
Value    = , AP;AA
Time     = 2

[State -1]
Type        = AfterImage
Trigger1    = Time = 0
Time        = 60
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 10
PalBright   = 10,10,10;0  , 0  , 0
PalContrast = 0,220,40;0  , 0  , 150
;PalAdd      = 0  , 0  , 0
;PalMul      = .5 , .5 , .5
Peresistent = 1

[State End]
type = ChangeState
trigger1 = time > 60
trigger2 = moveguarded
value = 101
;------------------------------
[Statedef 35151];運送　その２　大運送
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
sprpriority = 2

[State Turn]
type = Turn
Trigger1 = !Var(59)
trigger1 = Time = 0
trigger1 = command = "holdback"
Trigger2 = Var(59) && RoundState = 2
Trigger2 = Time = 0

[State 100, 1]
type = VelSet
trigger1 = 1
x = 9;7

[State Zanzou]
type = AfterImageTime
trigger1 = 1
time = -1

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA

;運送オーラ
[state 4002, 1]
type = explod
trigger1 = Time = 0
trigger1 = !numexplod(35151)
anim = 3000
id = 35151
postype = p1
pos = -12,-45
sprpriority = -4
ownpal = 1
removetime = -1
bindtime = -1
supermove = 1
persistent = 0
scale = 0.4,0.4

[State Bind]
type = TargetBind
trigger1 = 1
id = 35150
time = 1
pos = -12,-45
[State Bind]
type = TargetFacing
trigger1 = 1;time = 0
id = 35150
value = -1



[State End]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 8
value = 35152

;------------------------------
[Statedef 35152];運送　フィニッシュ
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
anim = 801
sprpriority = 2
velset = -18,0

[State Remexp]
type = removeexplod
trigger1 = Time = 0
ID = 35151

[State Zanzou]
type = AfterImageTime
trigger1 = 1
time = 0

[State Width]
type = Width
trigger1 = 1
edge = 20,0

[State Bind]
type = TargetBind
trigger1 = Time = 0
id = 35150
time = 1
pos = 68,-46
[State Vel]
type = null;targetvelset
trigger1 = Time < 10
ID = 35150
Y = -3
[State Bind]
type = TargetState
trigger1 = time = 1
value = 66151
ID = 35150
[State Bind]
type = TargetLifeadd
trigger1 = time = 0
value = -200
ID = 35150


[State Aura]
type = helper
trigger1 = Time = 0
;trigger1 = !numhelper(35153)
id = 35153
stateno = 35153
postype = p1
pos = 0,0
supermovetime = 99999999
pausemovetime = 99999999
[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,17;運送サウンド
channel = 1;se
[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,8;デリャア！
channel = 0;vc

[State SuperChancelUnsou]
type = ChangeState
triggerall = var(5) > 0;装備してる？
triggerall = var(6);げーじ大丈夫？
;trigger1 = 1;Time >= 0;キャンセル
trigger1 = !var(59);AIOFF時
trigger1 = Time = [10,20]
trigger1 = command = "SPWeapons"
;AIが入っている場合、別途追記で
Trigger2 = Var(59) && RoundState = 2
Trigger2 = Time = 15
Trigger2 = Random < 100 * Var(59)
value = 35150

[State End]
type = ChangeAnim
trigger1 = Time <= 30
value = anim
elem = 1
[State End]
type = ChangeState
trigger1 = Time > 30
trigger1 = Animtime = 0
value = 0
ctrl = 1
;------------------------------
[Statedef 35153];運送　ヘルパー
Type      = S
MoveType  = A
Physics   = N
Ctrl      = 0
anim = 9999
sprpriority = 2
velset = 0,0

[State inv]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State Width]
type = Width
trigger1 = 1
edge = 32,0

;運送オーラ
[state 4002, 1]
type = explod
trigger1 = Time = 0
;trigger1 = !numexplod(35152)
anim = 35152
id = 35152;7000
postype = p1
pos = -32,0
sprpriority = 3
ownpal = 1
removetime = 30
facing = facing
bindtime = -1
supermove = 1
persistent = 0
[state 4002, 1]
type = modifyexplod
trigger1 = time > 20
id = 35152
scale = 1.0-((Time-20) / 10.0),1.0+((Time-20) / 10.0)

[State end]
type = destroyself
trigger1 = Time > 60
;------------------------------
[Statedef 65150];運送・ゴッドプレス　掴み動作
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35083;
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
id = 65150
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF          
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdfwd", 1, -1) ;前を押したらターンする設定
;p1facing = 1;
p2facing = 1          ;？
p1stateno = 65151       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66150       ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 65081

;------------------------------
[Statedef 65151];運送　その２　大運送
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
sprpriority = 2
;Anim      = 35153

[State Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 35153
elem = 3

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,42;がきょおん！運送サウンド
channel = 1;se

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA

[State 100, 1]
type = VelSet
trigger1 = 1
x = 9;7

[State Bind]
type = TargetBind
trigger1 = 1
id = 65150
time = 1
pos = -12,-45
[State Bind]
type = TargetFacing
trigger1 = 1;time = 0
value = -1
ID = 65150


[State End]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 8
value = 65152

;------------------------------
[Statedef 65152];運送　フィニッシュ
Type      = S
MoveType  = A
Physics   = S
Ctrl      = 0
anim = 801
sprpriority = 2
velset = -18,0

[State Width]
type = Width
trigger1 = 1
edge = 20,0

[State Bind]
type = TargetBind
trigger1 = Time = 0
id = 65150
time = 1
pos = 68,-46
[State Vel]
type = null;targetvelset
trigger1 = Time < 10
ID = 65150
Y = -3
[State Bind]
type = TargetState
trigger1 = time = 1
value = 66151
ID = 65150
[State Bind]
type = TargetLifeadd
trigger1 = time = 0
value = -78
ID = 65150


[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,17;運送サウンド
channel = 1;se
[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 1,7;フンッ！
channel = 0;vc

;叩きつけ
[state 4002, 1]
type = explod
trigger1 = Time = 0
trigger1 = !numexplod(6016)
anim = 4033;3010;6016
pos = 25,0
postype = p2
sprpriority = 3
bindtime = 1
facing = -1
removetime = -2
id = 6016
shadow = -1
ownpal = 1

[State SuperChancelUnsou]
type = ChangeState
triggerall = var(5) > 0;装備してる？
triggerall = var(6);げーじ大丈夫？
;trigger1 = 1;Time >= 0;キャンセル
trigger1 = !var(59);AIOFF時
trigger1 = Time = [10,20]
trigger1 = command = "SPWeapons"
;AIが入っている場合、別途追記で
Trigger2 = Var(59) && RoundState = 2
Trigger2 = Time = 15
Trigger2 = Random < 100 * Var(59)
value = 35150

[State End]
type = ChangeAnim
trigger1 = Time <= 30
value = anim
elem = 1
[State End]
type = ChangeState
trigger1 = Time > 30
trigger1 = Animtime = 0
value = 0
ctrl = 1
;テキさんステート-------------
[Statedef 66150]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 66140
sprpriority = 1

[State MUTEKI]
type = NotHitBy
trigger1 = 1
value = SCA

[State Anim]
type = changeanim2
trigger1 = Time = 0
value = 66150

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 0;カメラが追わなくなる


[State Change]
type = null;SelfState
trigger1 = Time > 110
value = 5030 
;テキさんステート-------------
[Statedef 66151]
type    = A
movetype= H
physics = N
velset = -1,-6
;anim = 66140
sprpriority = 1

[State Gravity]
type = veladd
trigger1 = 1
y = .48

[State CAMERA];のけぞってる間、カメラを外します
type = ScreenBound
trigger1 = 1
value = 1

[State Anim]
type = changeanim2
trigger1 = Time = 0
value = 66151

[State Change]
type = SelfState
;trigger1 = 1;Time > 110
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
[Statedef 35160];名を言ってみろ！その１
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35102;別途で投げアニメを製作する
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1;Time <= 50
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
Trigger1 = Time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
Trigger1 = Time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
Trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 50;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3516,0;おい貴様！
channel=0;vc

[State 800, 1]
type = HitDef
Trigger1 = 1;Time = 0
id = 35160
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = MAF          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = 1;
p2facing = 1          ;？
p1stateno = 35161       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 66161      ;投げが成功した場合の移動する２Ｐのステート
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 35081
;---------------------------------------------------------------------------
[Statedef 35161];名を言ってみろ！その２
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35144;別途で投げアニメを製作する
sprpriority = 2

[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 810, Width 2-11]
type = Width
trigger1 = 1
edge = 180,140

[State Anim]
type = changeanim
trigger1 = 1
value = 35144
elem = 1

[State Bind]
type = targetbind
id = 35160
trigger1 = 1
pos = 52,-70

[State Catch]
type = PlaySnd
trigger1 = Time = 0
value = 0,42;がきょおん！

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = Time = 0
value = 3516,1;質問に答えろ！
channel=0;vc

[State FUKIDASI]
type = explod
trigger1 = Time = 0
anim = 35162
id = 35162
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 80
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State Window 1p]
type = Helper
Trigger1 = time > 80
trigger1 = !Numhelper(65160)
ID = 65160
Name = "Window"
Pos = 0,0
PosType = left;p1
StateNo = 65160
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State Next];正解その１・魔理沙
type = changestate
triggerall = time >= 100
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 0;１番目が魔理沙
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 0;２番目が魔理沙
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 0;３番目が魔理沙
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35162
[State Next];正解その２・魔梨沙
type = changestate
triggerall = time >= 100
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 1;１番目が魔梨沙
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 1;２番目が魔梨沙
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 1;３番目が魔梨沙
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35163
[State Next];ハズレ・マリオ
type = changestate
triggerall = time >= 100
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 2;１番目がまりお
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 2;２番目ががまりお
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 2;３番目ががまりお
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35164

;----------------------------------------------
[Statedef 35162]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 

[State 210, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0,31;

[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA

[State FUKIDASI];わかってるじゃねえか
type = explod
trigger1 = Time = 0
anim = 35163
id = 35163
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State anm]
type = changeanim
trigger1 = 1
value = 195
elem = 1

[State Bind]
type = TargetState
trigger1 = Time = 40
value = 66151


[State 195, 2]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1
;----------------------------------------------
[Statedef 35163]
type = S
ctrl = 0
anim = 70003
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 


[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,30;ふふふふふ
channel = 0;VC

[State FUKIDASI];うふふふふ
type = explod
trigger1 = Time = 0
anim = 35164
id = 35163
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999


[State Bind]
type = TargetState
trigger1 = Time = 40
value = 66151


[State 195, 2]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1

;----------------------------------------------
[Statedef 35164]
type = S
ctrl = 0
anim = 5800
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 


[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3516,4;いやっふー
channel = 0;VC

[State FUKIDASI];いやっふうううう
type = explod
trigger1 = Time = 0
anim = 35165
id = 35163
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State EFF];回転
type = explod
trigger1 = Time = 0
anim = 4032
id = 35163
postype = p1
pos = 0,10
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State Bind]
type = Targetlifeadd
trigger1 = Time%4 = 0
trigger1 = anim != 41
value = -10
[State 210, 1]
type = PlaySnd
trigger1 = Time%4 = 0
trigger1 = anim != 41
value = 0,6;ひっと音
[State Hitspark]
type = Explod
trigger1 = Time%4 = 0
trigger1 = anim != 41
anim = 4002
id = 4002
postype = p1
bindtime = 1
pos = floor(p2dist X-30+(Random%60)),floor(-(Random%60))
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 210, 1]
type = PlaySnd
trigger1 = time = 40
value = 0,5;ひっと音
[State Hitspark]
type = Explod
trigger1 = time = 40
anim = 4004
id = 4002
postype = p1
bindtime = 1
pos = floor(p2dist X),floor(-50)
scale = 1,1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999

[State anm]
type = changeanim
trigger1 = time >= 40
value = 41
elem = 2

[State Next]
type = ChangeState
trigger1 = Time = [40,59]
triggerall = !var(59)
triggerall = command = "SPWeapons"
triggerall = var(5) > 0;装備してる？
triggerall = var(6);げーじ大丈夫？
value = 35165
ctrl = 0

[State Next, AI]
type = ChangeState
triggerall = var(59)
triggerall = var(5) > 0;装備してる？
triggerall = var(6);げーじ大丈夫？
trigger1 = Time = [40,59]
trigger1 = random < 91 * var(59)
value = 35165
ctrl = 0

[State Bind]
type = TargetState
trigger1 = Time = 60
value = 66151

[State 195, 2]
type = ChangeState
trigger1 = Time = 80
value = 0
ctrl = 1

;----------------------------------------------
[Statedef 35165]
type = S
ctrl = 0
anim = 70003
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 


[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3516,2;おいおいいいのか？
channel = 0;VC

[State 210, 1]
type = PlaySnd
trigger1 = Time = 230;だいたいこのくらい
value = 3516,3;答えろ・・・！
channel = 0;VC

[State anm]
type = changeanim
trigger1 = time >= 230
value = 195
elem = 1

[State FUKIDASI];いいのか？そんな
type = explod
trigger1 = Time = 0
anim = 35167
id = 35167
postype = p1
pos = -10,-70
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 230
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[State FUKIDASI];こたえろ・・・！
type = explod
trigger1 = Time = 230
anim = 35168
id = 35167
postype = p1
pos = -10,-90
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 80
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999


[State Bind]
type = TargetState
trigger1 = time = 270
value = 66161


[State 195, 2]
type = null;ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1


[State Window 1p]
type = Helper
triggerall = time >= 310
trigger1 = !Numhelper(65160)
ID = 65160
Name = "Window"
Pos = 0,0
PosType = left;p1
StateNo = 65160
helpertype = Normal
Keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = 1

[State Next];正解その１・魔理沙
type = changestate
triggerall = time >= 310
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 0;１番目が魔理沙
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 0;２番目が魔理沙
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 0;３番目が魔理沙
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35162
[State Next];正解その２・魔梨沙
type = changestate
triggerall = time >= 310
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 1;１番目が魔梨沙
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 1;２番目が魔梨沙
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 1;３番目が魔梨沙
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35163
[State Next];ハズレ・マリオ
type = changestate
triggerall = time >= 310
triggerall = (enemy,command = "x" ||enemy,command = "y" ||enemy,command = "z" ||enemy,command = "a" ||enemy,command = "b" ||enemy,command = "c")||(helper(65160),var(30) >= 180);時間がすぎたか、ボタンを押した
trigger1 = helper(65160),var(11) = 2;１番目がまりお
trigger1 = enemy,anim = [66160,66161];カーソルが一番目
trigger2 = helper(65160),var(12) = 2;２番目ががまりお
trigger2 = enemy,anim = 66162;カーソルが２番目
trigger3 = helper(65160),var(13) = 2;３番目ががまりお
trigger3 = enemy,anim = 66163;カーソルが３番目
value = 35166

;----------------------------------------------
[Statedef 35166];フィニッシュ
type = S
ctrl = 0
anim = 800
velset = 0,0
movetype = I
physics = S
sprpriority = 2


[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = 1
flag = noBG ;<-- removes the stage layer
flag2 = noFG ;<-- removes the lifebars and any foreground stage layers
flag3 = nobardisplay
ignorehitpause = 1
[State 4500, AssertSpecial];たいむすとっぷ
type = AssertSpecial
trigger1 = 1
flag = timerfreeze 

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3516,5;
channel = 0;VC

[State FUKIDASI];
type = explod
trigger1 = Time = 0
anim = 35166
id = 35163
postype = p1
pos = -10,-100
facing = ifelse(facing != -1,1,-1)
ontop = 1
bindtime = -1
removetime = 40
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State anm]
type = changeanim
trigger1 = time = [6,60]
value = 802
elem = 3


[State TAIKIKEN]
type = Explod
trigger1 = Time = 50
trigger1 = !Numexplod(15100)
anim = 65165;大気圏
id = 15100
postype = left
pos = 0,0
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 5
;ontop = 1
facing = 1;
scale = 1,1
supermovetime = 99999
pausemovetime = 99999


[State Bind]
type = TargetState
trigger1 = Time = 50
value = 66151
[State Bind]
type = Targetvelset
trigger1 = Time = 51
Y = -50
[State Bind]
type = Targetlifeadd
trigger1 = Time = 51
value = -200


[State CRUSH!]
type = EnvShake
trigger1 = Time = 50
time = 100
freq = 160
ampl = -10
phase = 0
persistent = 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 50
value = 0,18;

[State DelBG]
type = Removeexplod
trigger1 = Time = 200
trigger1 = Numexplod(15100)
ID = 15100
[State 195, 2]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1

;------------------------------------------
;選択肢ウィンドウ
[Statedef 65160]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 4;
anim = 9999
juggle = 1
ctrl = 0
hitcountpersist = 1

;Var(10)で抽選！
;０　１番目が正解
;１　２番目が正解
;２　３番目が正解
[State KUJI]
type = varset
trigger1 = time = 0
var(10) = random%3;0-2の範囲

;ぱたーん１
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 0;０のとき
var(11) = 0
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 0;０のとき
var(12) = 1+(random%2);１か２
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 0;０のとき
var(13) = ifelse(var(12)=1,2,1)
;ぱたーん２
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 1;1のとき
var(11) = 1+(random%2);１か２
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 1;1のとき
var(12) = 0
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 1;1のとき
var(13) = ifelse(var(11)=1,2,1)
;ぱたーん３
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 2;2のとき
var(11) = 1+(random%2);１か２
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 2;2のとき
var(12) = ifelse(var(11)=1,2,1)
[State KUJI]
type = varset
trigger1 = time = 0
trigger1 = var(10) = 2;2のとき
var(13) = 0

;		０　　　１　　　２
;選択肢　０　魔理沙　魔梨沙　魔理緒
;選択肢　１　魔梨沙　魔理沙　魔理緒
;選択肢　２　魔梨沙　魔理緒　魔理沙

[State offset]
type = varset
trigger1 = parent,facing = 1
var(0) = 215
[State offset]
type = varset
trigger1 = parent,facing = -1
var(0) = 0

[State FUKIDASI]
type = explod
trigger1 = 1
trigger1 = !numexplod(65160)
anim = 65160
id = 65160
postype = left
pos = 5+var(0),60
facing = 1
sprpriority = 4
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State SENTAKU1]
type = explod
trigger1 = 1
trigger1 = !numexplod(65161)
anim = 65161+var(11);抽選漏れなら別選択肢
id = 65161
postype = left
pos = 25+var(0),70
facing = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[State SENTAKU2]
type = explod
trigger1 = 1
trigger1 = !numexplod(65162)
anim = 65161+var(12);抽選漏れなら別選択肢
id = 65162
postype = left
pos = 25+var(0),90
facing = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[State SENTAKU3]
type = explod
trigger1 = 1
trigger1 = !numexplod(65163)
anim = 65161+var(13);抽選漏れなら別選択肢
id = 65163
postype = left
pos = 25+var(0),110
facing = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State CUR]
type = explod
trigger1 = 1
trigger1 = !numexplod(65164)
anim = 65164;かーそる
id = 65164
postype = left
pos = 15+var(0),78
facing = 1
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999
[state 4002, 1]
type = modifyexplod
trigger1 = numexplod(65164)
trigger1 = enemy,anim = [66160,66161]
id = 65164
postype = left
pos = 15+var(0),78
[state 4002, 1]
type = modifyexplod
trigger1 = numexplod(65164)
trigger1 = enemy,anim = 66162
id = 65164
postype = left
pos = 15+var(0),98
[state 4002, 1]
type = modifyexplod
trigger1 = numexplod(65164)
trigger1 = enemy,anim = 66163
id = 65164
postype = left
pos = 15+var(0),118

[State Vel]
type = velset
trigger1 = 1
X = 0
Y = 0

[State 4501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;flag2 = Invisible
ignorehitpause = 1

;エフェクト削除フラグはvar(20)
[State Delflag]
type = varset
trigger1 = 1;parent,stateno != 35161
var(20) = 1
[State Delflag]
type = varset
trigger1 = parent,stateno = 35161
trigger2 = parent,stateno = 35165
var(20) = 0

[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65160)
id = 65160
[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65161)
id = 65161
[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65162)
id = 65162
[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65163)
id = 65163
[State Remove]
type = removeexplod
trigger1 = var(20) = 1
trigger1 = numexplod(65164)
id = 65164

;var(30)がタイマー
[State Timer]
type = varset
trigger1 = time = 0
var(30) = 0
[State GuagePlus];回復音
type = PlaySnd
triggerall = var(30)%60 = 0
trigger1 = var(30) = [0,179]
value = 0,38
;channel = 4;SE臨時
;persistent = 0
[State Timer]
type = varadd
trigger1 = 1
var(30) = 1

[State Del]
type = destroyself
trigger1 = var(20) = 1

;---------------------------------------------------------------------------
[Statedef 66161];いってみろ！相手１
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State muteki]
type= NotHitBy
trigger1 = 1
time = 1
value = SCA


[state 451,6]
type = screenbound
trigger1 = 1
value = 0

[State anim]
type = changeanim2
trigger1 = time = 0
value = 66160

[State anim]
type = changeanim2
triggerall = time >= 90
triggerall = animelem = 2,>=0
trigger1 = anim = 66162
trigger1 = command = "up"
trigger2 = anim = 66163
trigger2 = command = "down"
value = 66161

[State anim]
type = changeanim2
triggerall = time >= 90
triggerall = animelem = 2,>=0
trigger1 = anim = 66163
trigger1 = command = "up"
trigger2 = (anim = 66160)||(anim = 66161)
trigger2 = command = "down"
value = 66162

[State anim]
type = changeanim2
triggerall = time >= 90
triggerall = animelem = 2,>=0
trigger1 = (anim = 66160)||(anim = 66161)
trigger1 = command = "up"
trigger2 = anim = 66162
trigger2 = command = "down"
value = 66163
;---------------------------------------------------------------------------
[Statedef 35170];ＥＸ飛衛拳
;type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1053;別途で投げアニメを製作する
sprpriority = 2


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time = 0
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10050;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 50;停止無視時間 (int)


[State -1]
Type        = AfterImage
Trigger1    = Time = 1
Time        = 40
Trans       = Add
Length      = 20
TimeGap     = 1
FrameFap    = 1
:PalBright   = 0  , 0  , 0
PalContrast = 100,100,40;0  , 0  , 150
;PalAdd      = 32,32,0
PalMul      = 1 , 1 , .5
Peresistent = 1


[state a]
type = velset
trigger1 = time = 0
y = 0

[state a]
type = null;posset
trigger1 = time = 0
y = 0

[state a]
type = statetypeset
trigger1 = pos y < 0
value = A
[state a]
type = statetypeset
trigger1 = time = 0
value = A

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = time <= 9
value = SCA

[State push]
type = PlayerPush
trigger1 = anim = 1053
value = 0

[state a];蹴り
type = playsnd
trigger1 = anim = 1053
trigger1 = animelemtime(4) = 0;攻撃判定が出る直前
value = 1050,1

[state a]
type = posadd
trigger1 = anim = 1053
trigger1 = animelem = 3
x = 0;6
y = -10;-24


[state a]
type = velset
trigger1 = anim = 1053
trigger1 = time = 0
x = 10;6
y = -3;6.5

[state a]
type = veladd
trigger1 = time >= 30
trigger1 = vel x > 0
x = -0.2

[State rakka]
type = changeanim
trigger1 = anim = 1053
trigger1 = time >= 30
value = 1054

[state a]
type = velset
trigger1 = anim = 1053
trigger1 = vel x <= 2
x = 2

[state a]
type = veladd
trigger1 = 1
y = 0.1;4


;エフェクト関連
;アッパー
[State 5150, 6] 
type = Explod
trigger1 = anim = 1053
trigger1 = animelemtime(5) = 0;
trigger1 = !numexplod(1055)
anim = 1055
id = 1055
Postype     = P1
Pos         = 48,-58
scale = .5,.5
vel = 0,0
ownpal = 1
removetime = -1
bindtime = -1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1;食らったらきえます

[State 5150, 6] ;後ろ光
type = Explod
trigger1 = anim = 1053
trigger1 = animelemtime(5) = 0;
trigger1 = !numexplod(1056)
anim = 1056
id = 1056
Postype     = P1
Pos         = -15,-40
scale = .5,.5
vel = -1,0
ownpal = 1
removetime = 32;終了時消滅
bindtime = 1
sprpriority = 4
ignorehitpause = 1
[State 5150, 6] ;後ろ光
type = Explod
trigger1 = anim = 1053
trigger1 = animelemtime(5) = 0;
trigger1 = !numexplod(1057)
anim = 1057
id = 1057
Postype     = P1
Pos         = 0,-20
scale = .5,.5
vel = -.5,.5
ownpal = 1
removetime = 32;終了時消滅
bindtime = 1
sprpriority = 4
ignorehitpause = 1

[State DelExplod];アッパー消去
type = RemoveExplod
triggerall = numexplod(1055)
trigger1 = anim != 1053
ID = 1055

[State 640, 3]
type = HitDef
trigger1 = animelemtime(5) = 0;
attr = A, HA
damage    = floor(280),15
priority = 8, Dodge
guardflag = HA
pausetime = 0,60
guard.pausetime = 15,15
sparkno = -1
sparkxy = -10,-30
hitsound   = s0,18;
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-8;
guard.velocity = -11
air.velocity = -4,-8;
yaccel = 0.3
fall = 1
fall.recovertime = 60
hitonce = 1
ID = 600
nochainID = 9999

[State Pause];スローにする
type = Pause;
triggerall = movehit = [1,30]
triggerall = gametime%8 = 0
triggerall = vel X != 0;止まってなかったら
trigger1 = !winKO
time = 4
;movetime = 2

;ＨＩＴスパーク--------------------------------------------
[State 31020, Explod]
Type = null;Explod
trigger1 = movehit
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = (target,const(size.Air.Front)), -10
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
[State 31020, Explod]
Type = null;Explod
trigger1 = movehit
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = -(target,const(size.Air.Back)), -10
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
[State 31020, Explod]
Type = null;Explod
trigger1 = movehit
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = (target,const(size.Air.Front)), (target,const(size.head.pos.y))
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
[State 31020, Explod]
Type = Explod
trigger1 = movehit
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = -(target,const(size.Air.Back)), (target,const(size.head.pos.y))
ID = 31000
Anim = 4002+ifelse(Random%2=0,0,4);4002or4006
persistent = 0
;右肩をぶち抜く

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1
;--------------------

;---------------------[立ちステートに戻る]
[state a20]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1051

;---------------------------------------------------------------------------
[Statedef 35180];残悔拳
;type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35184;
sprpriority = 2


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time = 0
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 30;停止時間 (int)
;movetime = 50;停止無視時間 (int)

[state a]
type = statetypeset
trigger1 = pos y < 0
value = A
[state a]
type = statetypeset
trigger1 = time = 0
value = A

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = time <= 9
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = 1
y = -5
[state a]
type = veladd
trigger1 = 1
y = 0.1;4

[State 640, 3]
type = HitDef
trigger1 = time = 0;
attr = A, HA
hitflag = M;地上のみ
damage    = floor(0),0
priority = 8, Dodge
guardflag = M
pausetime = 0,0
guard.pausetime = 15,15
sparkno = -1
sparkxy = -10,-30
hitsound   = s3518,0;
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0;
guard.velocity = -1
air.velocity = 0;
yaccel = 0.3
p2stateno = 65180
fall = 1
fall.recovertime = 60
hitonce = 1
ID = 600
nochainID = 9999


[state 4002, 1]
type = explod
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = !numexplod(35183)
anim = 35183
id = 35183
postype = back
pos = 0, 0
sprpriority = -5
ontop = 0
ownpal = 1
removetime = -1;200;-2
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0
IgnoreHitPause = 1

[State BGMON]
type = varset
trigger1 = numtarget > 0
trigger1 = movehit
var(20) = 1;ＢＧＭフラグ

[State BGMSTOP]
type = StopSnd;流石は切っておく
trigger1 = numtarget > 0
trigger1 = movehit
channel = 2;BGM

[State nex]
type = changestate
trigger1 = numtarget > 0
trigger1 = movehit
value = 35181

;---------------------[立ちステートに戻る]
[state a20]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1051

;---------------------------------------------------------------------------
[Statedef 35181];残悔拳
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35185;
sprpriority = 2


;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = time = 0
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State Pause];スローにする
type = Pause;
Trigger1 = Time%4 = 0
time = 2
movetime = 2

[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
var(6) = 0
[State Varset]
type = varset
Trigger1 = Time = 0
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1;BGMが流れ出したなら
flag = nomusic
flag2 = noBG
flag3 = noFG
[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1;BGMが流れ出したなら
flag = timerfreeze

[State Pos]
type = posset
trigger1 = time = 0
X = floor(target,pos X)
Y = floor(target,const(size.head.pos.y))
[State Pos]
type = posset
trigger1 = time = 0
trigger1 = target,name ="KENSHIRO"
trigger1 = target,authorname ="Drowin hokuto"
;指定忘れてるなんてひどいや
X = floor(target,pos X)
Y = -120
[State Pos]
type = posset
trigger1 = time = 0
trigger1 = target,name ="RAOH"
trigger1 = target,authorname ="Drowin hokuto"
;指定忘れてるなんてひどいや
X = floor(target,pos X)
Y = -140
[State Pos]
type = posset
trigger1 = time = 0
trigger1 = target,name ="TOKI"
trigger1 = target,authorname ="Drowin hokuto"
;指定忘れてるなんてひどいや
X = floor(target,pos X)
Y = -120
[State Pos]
type = posset
trigger1 = time = 0
trigger1 = target,name ="JAGI"
trigger1 = target,authorname ="Drowin hokuto"
;指定忘れてるなんてひどいや
X = floor(target,pos X)
Y = -100


[State OHNO]
type = PlaySnd
;triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 50
value = 3518,99;北斗残悔拳
;channel = 0
[State WPNKO 2];特殊武器でKOした時 画像編
type = Explod
Trigger1 = Time = 50
anim = 35189
id = 35009;
pos = 0,0
postype = left
removetime = -1;150
sprpriority = 5
ontop = 1
bindtime = -1
pausemovetime = 9999
[State OHNO]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 200
value = 3518,2;貴様の命はあと３ＴＵＲＮ！
channel = 0

[state 4002, 1]
type = removeexplod
trigger1 = time = 500
trigger1 = numexplod(35183)
id = 35183
[state 4002, 1]
type = removeexplod
trigger1 = time = 500
trigger1 = numexplod(35009)
id = 35009

[State 0, 0]
type = Helper
;trigger1 = time = 500
trigger1 = time = 0
helpertype = normal
name = "You Are Dead For 3Sec letter!"
ID = 35185
stateno = 35185
postype = p2
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 500
supermovetime = 500


[state a20]
type = targetstate
trigger1 = numtarget > 0
trigger1 = time = 500
value = 65181

[State HANTEI ATARI INTRO];BGM停止後、イントロ
type = PlaySnd
Trigger1 = Time = 500
value = 3,1;テーレッテー
channel = 2;BGMチャンネル
persistent = 0

[state a20]
type = changestate
trigger1 = time >= 500
value = 35182
;---------------------------------------------------------------------------
[Statedef 35182];残悔拳
type    = A
movetype= A
physics = N
juggle  = 0
velset = 1,0
ctrl = 0
sprpriority = 2

[State anim]
type = changeanim
trigger1 = time = 0
value = 42
elem = 5
[State pos]
type = posadd
trigger1 = time = 0
Y = 30

[State grv]
type = gravity
trigger1 = 1

;---------------------[立ちステートに戻る]
[state a20]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1051

;---------------------------------------------------------------------------
[Statedef 35185];残悔カウンター
type    = S
movetype= I
physics = N
juggle  = 0
velset = 1,0
anim = 9999
ctrl = 0
sprpriority = 2

[State ID]
type = varset
trigger1 = time = 0
var(0) = enemynear,ID;秘孔を食らわせた相手のIDを記憶し、つけねらう
[State TIME]
type = varset
trigger1 = time = 0
var(1) = 300;終焉へのカウントダウン！

[State COUNTERWPN]
type = varset
Trigger1 = var(13) != var(1)
var(13) = var(1)

[State COUNTERRESET  1]
type = removeexplod
triggerall = numexplod(18000)
Trigger1 = var(10) != abs(var(13))%10;１の位は前回と違っているか？
id = 18000;1の位のカウンターを一旦黙らせる

[State COUNTERRESET  10]
type = removeexplod
triggerall = numexplod(18001)
Trigger1 = var(11) != floor(abs(var(13))*.1)%10;10の位は前回と違っているか？
id = 18001;10の位のカウンターを一旦黙らせる

[State COUNTERRESET  100]
type = removeexplod
triggerall = numexplod(18002)
Trigger1 = var(12) != floor(abs(var(13))*.01)%10;10の位は前回と違っているか？
id = 18002;10の位のカウンターを一旦黙らせる

[State Varset  1]
type = varset
Trigger1 = var(0) != abs(var(13))%10;１の位は前回と違っているか？
var(10) = abs(var(13))%10;

[State Varset 10]
type = varset
Trigger1 = var(1) != floor(abs(var(13))*.1)%10;10の位は前回と違っているか？
var(11) = floor(abs(var(13))*.1)%10

[State Varset 100]
type = varset
Trigger1 = var(1) != floor(abs(var(13))*.01)%10;10の位は前回と違っているか？
var(12) = floor(abs(var(13))*.01)%10

[State WPNCOUNTER_1 1p]
type = explod
trigger1 = !Numexplod(18000)
trigger1 = teamside = 1;1p側
anim = 65180+var(10);ぶきかうんたー１の位
id = 18000;アイコンID 1の位
postype = right
pos = -16,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1
[State WPNCOUNTER_10 1p]
type = explod
trigger1 = !Numexplod(18001)
trigger1 = teamside = 1;1p側
anim = 65180+var(11);ぶきかうんたー10の位
id = 18001;アイコンID 2の位
postype = right
pos = -25,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1
[State WPNCOUNTER_comma 1p]
type = explod
trigger1 = !Numexplod(18003)
trigger1 = teamside = 1;1p側
anim = 35182;ぶきかうんたーかんま
id = 18003;
postype = right
pos = -30,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1
[State WPNCOUNTER_100 1p]
type = explod
trigger1 = !Numexplod(18002)
trigger1 = teamside = 1;1p側
anim = 65180+var(12);ぶきかうんたー100の位
id = 18002;アイコンID 2の位
postype = right
pos = -37,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1

[State WPNCOUNTER_1 2p]
type = explod
trigger1 = !Numexplod(18000)
trigger1 = teamside = 2;2p側
anim = 65180+var(10);ぶきかうんたー１の位
id = 18000;アイコンID 1の位
postype = left
pos = 29,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1
[State WPNCOUNTER_10 2p]
type = explod
trigger1 = !Numexplod(18001)
trigger1 = teamside = 2;2p側
anim = 65180+var(11);ぶきかうんたー10の位
id = 18001;アイコンID 2の位
postype = left
pos = 20,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1
[State WPNCOUNTER_comma 2p]
type = explod
trigger1 = !Numexplod(18003)
trigger1 = teamside = 2;2p側
anim = 35182;ぶきかうんたーかんま
id = 18003;
postype = left
pos = 15,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1
[State WPNCOUNTER_100 2p]
type = explod
trigger1 = !Numexplod(18002)
trigger1 = teamside = 2;2p側
anim = 65180+var(12);ぶきかうんたー100の位
id = 18002;アイコンID 2の位
postype = left
;pos = -37,200;暫定
pos = 8,200;暫定
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
;sprpriority = 4
facing = 1;
pausemovetime = -1
supermobetime = -1
scale = 1,1


[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = Time%2=0;時間経過が遅くなる
flag = timerfreeze

[State time]
type = varadd
triggerall = parent,stateno != 35181;このステート以外でタイマーを流す
trigger1 = time%5 = 0
var(1) = floor(-0.9);これくらいの速度ならテーレッテー終了に合う
[State time]
type = varset
trigger1 = var(1) <= 0
var(1) = 0

[State Clip]
type = DisplayToClipboard
trigger1 = 1
text = "TIME = %d"
params = var(1)

[State Posset]
type = posset
trigger1 = 1
X = playerID(var(0)),pos X
Y = playerID(var(0)),pos Y


[state a20];失敗
type = changestate
trigger1 = !parent,Alive
trigger2 = WINKO;もう勝っちゃった
value = 35187
;最後の瞬間
[state a20]
type = changestate
trigger1 = var(1) <= 0
;trigger1 = var(1) <= 280
value = 35186
;---------------------------------------------------------------------------
[Statedef 35187];何らかの要因で失敗
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 2

[State COUNTERRESET  1]
type = removeexplod
trigger1 = numexplod(18000)
id = 18000;1の位のカウンター
[State COUNTERRESET  10]
type = removeexplod
trigger1 = numexplod(18001)
id = 18001;10の位のカウンター
[State COUNTERRESET  100]
type = removeexplod
trigger1 = numexplod(18002)
id = 18002;10の位のカウンター
[State COUNTERRESET  comma]
type = removeexplod
trigger1 = numexplod(18003)
id = 18003;10の位のカウンター

[State BGMOFF]
type = parentvarset
trigger1 = !WinKO
var(20) = 1

[State destroyself]
type = destroyself
trigger1 = 1
;---------------------------------------------------------------------------
[Statedef 35186];秘孔発動
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 35188
ctrl = 0
sprpriority = 2

[State COUNTERRESET  1]
type = removeexplod
trigger1 = numexplod(18000)
id = 18000;1の位のカウンター
[State COUNTERRESET  10]
type = removeexplod
trigger1 = numexplod(18001)
id = 18001;10の位のカウンター
[State COUNTERRESET  100]
type = removeexplod
trigger1 = numexplod(18002)
id = 18002;10の位のカウンター
[State COUNTERRESET  comma]
type = removeexplod
trigger1 = numexplod(18003)
id = 18003;10の位のカウンター

[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze
[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = time <= 300
flag = noBG
flag2 = noFG

[State -3,NOGUARD];ガード不能
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 640, 3]
type = HitDef
trigger1 = time = 0;
attr = A, HA
hitflag = MAF
damage    = floor(0),0
priority = 8, Dodge
guardflag = M
pausetime = 0,0
guard.pausetime = 15,15
sparkno = -1
sparkxy = -10,-30
hitsound   = -1;s3518,0;
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0;
guard.velocity = -1
air.velocity = 0;
yaccel = 0.3
p2stateno = 65182
fall = 1
fall.recovertime = 60
hitonce = 1
ID = 600
nochainID = 9999

[state a]
type = statetypeset
trigger1 = movehit
movetype= I

[State snd]
type = playsnd
trigger1 = numtarget > 0
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 3518,3;死に・・・たわっ
[State snd]
type = playsnd
trigger1 = numtarget > 0
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 3518,1;秘孔
channel = 1;SE
[State BGMSTOP]
type = StopSnd;流石は切っておく
trigger1 = numtarget > 0
trigger1 = movehit
channel = 2;BGM

[state 4002, 1]
type = explod
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = !numexplod(35187)
trigger1 = time = 280
anim = 35187
id = 35187
postype = back
pos = 0, 0
sprpriority = 5
ontop = 0
ownpal = 1
removetime = -2
bindtime = -1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0
IgnoreHitPause = 1

[State FLASH]
type = AllPalFX
trigger1 = Time >= 300
trigger1 = numexplod(35187)
time = 2
;add = 256,256,256
add = (Time - 300)*5,(Time - 300)*5,(Time - 300)*5

[State 6430, 0]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = time = 280
value = 35052

[State 6430, 0]
type = Targetlifeadd
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = time = 280
value = -99999999

[State BGMOFF]
type = parentvarset
trigger1 = time > 320;ダメージ入れたあと、相手が生きている
trigger1 = !WinKO
var(20) = 0
[State destroyself]
type = destroyself
trigger1 = time > 320;ダメージ入れたあと、相手が生きている
trigger1 = !WinKO
trigger1 = !numexplod(35187)

;---------------------------------------------------------------------------
[Statedef 65180];残悔拳 相手
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 5010;
sprpriority = 2

[State pos]
type = posset
trigger1 = time = 0
Y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

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

[State anim]
type = changeanim
trigger1 = 1
value = anim
;---------------------------------------------------------------------------
[Statedef 65181];残悔拳 相手 一度開放してやる
type    = S
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 5010;
sprpriority = 2

[State Self]
type = selfstate
trigger1 = 1
value = 5030
;---------------------------------------------------------------------------
[Statedef 65182];残悔拳 相手 死にたわっ！！！
type     = A                     
movetype = H                     
physics  = N                     
juggle   = 0                     
ctrl     = 0                     
anim     = 5010                  
velset = 0,0

[State -2, EX Flash]
type = PalFX
trigger1 = Time < 120
trigger1 = TimeMod = 4,0
ignorehitpause = 1
time = 2
add = 128,128,128

[State -2, EX Flash]
type = PalFX
trigger1 = Time >= 120
trigger1 = TimeMod = 4,0
ignorehitpause = 1
time = 2
add = 255,0,0

;-------------------
[State -1]
type = notHitBy
trigger1 = 1
value = SCA
time = 1
;--------------------テスト
[State 0, 3]
type = SprPriority
trigger1 = 1
value = -3

[state 0,0]
type = selfstate
trigger1 = time = 1500
value = 5100
ctrl = 0
;一定時間後 35052を読ませて爆発させる
;---------------------------------------------------------------------------
[Statedef 35190];天破活殺
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 35192;
sprpriority = 2


[State WPNSUB]
type = Varadd
Trigger1 = Time = 0
Trigger1 = var(6) >= (3000/var(7))
var(6) = -(3000/var(7))

;スーパーポーズ
[State 4500, AssertSpecial];背景消去　エフェクト実装後に使う
type = AssertSpecial
trigger1 = Time = 0
flag = noBG ;<-- removes the stage layer
flag = noFG ;<-- removes the lifebars and any foreground stage layers
ignorehitpause = 1

[State 4500, Explod]
type = Explod
trigger1 = time = 0
anim = 15010;9012;ハイパー発動フラッシュエフェクト。実装後につかう
postype = left;p1
pos = 0,0
sprpriority = -5
supermovetime = 60
ownpal = 1
bindtime = -1

;カットイン！
[state 4002, 1]
type = explod
trigger1 = time = 0
anim = 10051;7000
id = 1005;7000
postype = back
pos = 0, 0
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 13,-32;
anim = S4050;S***で自分のだったけ
sound = S0,39;22;20, 0
poweradd = 0;-1000
time = 40;停止時間 (int)
movetime = 40;停止無視時間 (int)

[State 31020, Explod]
Type = Explod
trigger1 = animelem = 12
trigger2 = animelem = 13
trigger3 = animelem = 14
trigger4 = animelem = 15
trigger5 = animelem = 16
trigger6 = animelem = 17
trigger7 = animelem = 18
SprPriority = 3
OnTop = 1
PosType = P1
Pos = 32,-42
scale = 2,2
ID = 31000
Anim = 30031
ignorehitpause = 1

[State 640, 3]
type = HitDef
trigger1 = animelem = 12
trigger2 = animelem = 13
trigger3 = animelem = 14
trigger4 = animelem = 15
trigger5 = animelem = 16
trigger6 = animelem = 17
trigger7 = animelem = 18
attr = A, SA
damage    = 24,12
priority = 6, Hit
guardflag = HA
getpower = 108,108
pausetime = 6,12
guard.pausetime = 5,12
sparkno = -1;s4002
sparkxy = -10,-40
hitsound   = s0,17
guard.sparkno = s4023
guardsound = s0,7
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-10
guard.velocity = -11
air.velocity = -2,-10
yaccel = 0.55 ;+ (var(3) - 1)*0.1
fall = 1
fall.recovertime = 60
ID = 600
nochainID = 9999

;七星
[State North]
type = VarAdd;当たったら星を奪う
trigger1 = movehit
trigger1 = var(41) < 7
var(41) = 1
persistent=0
ignorehitpause=1

[State 210, 1]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
trigger1 = animelemtime(10) = 0
value = 1,8;でりゃあ！
channel = 0;VC

[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 12,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 30,-120
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 13,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = -20,-120
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 14,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = -30,-80
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 15,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 20,-80
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 16,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 25,-60
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 17,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 18,-40
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1
[State 31020, Explod]
Type = Explod
trigger1 = movehit
trigger1 = animelem = 18,>=0
SprPriority = 999
OwnPal = 1
OnTop = 1
PosType = P2
Pos = 14,-20
ID = 31000
Anim = 6000
persistent = 0
ignorehitpause = 1

[State exit]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------
;オーノー！アナルパワー!!!
[Statedef 36000]
type = S
physics = S
sprpriority = 0
anim = 920
ctrl = 0

[State MUTEKI];ちょっとだけ無敵
type= NotHitBy
trigger1 = Time = 0;
time = 3;ちょっとだけ無敵
value = SCA, NA, SA, HA, NT, ST, HT

[State Varset]
type = varset
Trigger1 = var(5) > 0;装備中だったなら
var(5) = 0;この状態へ

[State BGMOFF]
type = varset
Trigger1 = Time = 0
var(20) = 0

[State BGMOFF]
type = StopSnd
Trigger1 = Time = 0
channel = 2;BGM

[State OHNO]
type = PlaySnd
triggerall = var(40);ボイスＯＫ
Trigger1 = Time = 0
value = 1,50;おーのーあなるぱわー
channel = 0

[State End]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1

;------------------------------
;BGM停止用ヘルパー
[Statedef 37000]
ctrl = 0
anim = 99999999;10010
ownpal = 1

[State -3,STOPBGM];BGMストップ
type = AssertSpecial
trigger1 = parent,var(20) = 1;BGMが流れ出したなら
flag = nomusic

[State END]
type = DestroySelf
Trigger1 = parent,var(20) = 0;var(20)がなくなったなら消えましょう
