;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; 弱ギガンティックプレッシャー
; CNS レベル: 中級

[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2
facep2=1

[State 810, width]
type = Width
trigger1 = time = 0
edge = 50,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
;ignorehitpause = 
;persistent = 

[State 170, nothitby]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
p2defmul=1
darken=0
time = 30
sound=s3000,0


[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =34     ;fv = 
value = 13
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = -2
ignorehitpause=0

;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0





[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7000
pos =-47,-98
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=2000
anim = 7001
pos =-47,-98
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7003
pos =-47,-98
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=2000
anim = 7002
pos =-47,-98
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 810, width拆
type = Width
trigger1 = time = 0
edge = 50,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2 && anim=2000
value = s10,25
channel = 0
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5& anim=2000
value = s5,0
channel = 8


[State 0, VelSet]
type = VelSet
triggerall = anim=2000
trigger1 = animelemtime(5) >= 0
x = 7
[State 0, VelSet]
type = VelSet
triggerall = anim=2001
trigger1 = animelemtime(1) >= 0
x = 7
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1320 || anim=1322 || (anim=1310 && animelem =6)||  (anim=2005 && animelemtime(1)=10)
x = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1321
physics = N
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1322
physics = S
[State 0, VelSet]
type = VelSet
trigger1 =anim= 1321&& animelemtime(1)=1
x = -5
y = -5

[State 0, PosSet]
type = PosSet
trigger1 =anim=1322
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1321
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1310&&animelem=1)||(anim=2005 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1310||anim=2005
x = .9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =p2statetype=A 
flag = unguardable

[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, ST
animtype  = Medium
damage    = 0, 4
priority  = 5
numhits=0
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S400,1
guardsound = S2, 1
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
id=1200
p2stateno=2030
fall=1
fall.recover=0

[State 0, Width]
type = Width
trigger1 = anim=1310
player = 27,0

 

[State 1060, 4]
type = HitDef
trigger1 = anim=1310&&animelem=2
attr = S, SA
animtype  = Medium
damage    = 0, 10
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=2,2
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = S400,1

guardsound = S2, 1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1

;ignorehitpause = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !movecontact&&(time>= 55)&& (anim !=[1305,1325])&&anim!=2005
trigger2= anim=2000 && frontedgebodydist<35 && animelemtime(6)>0
value = 2005

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
triggerall = anim!=2001
trigger1 =anim != [1310,1322]
value = 2001
elem= 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1320
trigger1 = anim != [1321,1322]
value = 1321

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1321 && animelemtime(1)>1
trigger1 = anim != 1322
value = 1322



[State 0, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1310
value = 1310
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1310 &&animelem=3
trigger2 = anim=1321
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=2001
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1320
value = 2


[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0 && anim=2000
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && anim=2001
edge = 25,0
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = frontedgedist < 35 && anim=2001
trigger1 = anim != [1320,1322]
value = 1320

[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1) = 1&& anim=1320
value = s12,10
channel = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1320 && animelemtime(1)=0
x = -45


[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=2030
trigger1 = animelemtime(1) >= 0 && anim = 2001
pos = -15, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1320
pos = 60, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1320
pos = 97, -75
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1320
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1320
anim =4010
ID =4010
pos = 100,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 2000]
type = Explod
triggerall = numexplod(2016)=0
trigger1 = AnimElem = 1 && anim=2001
anim = 2015
pos =-13,-66
sprpriority = 9
ownpal = 1
bindtime = -1
supermove = 1
removetime=-1
scale=.75,.75
id=2016
removeongethit = 1
[State 2000]
type = Explod
triggerall = numexplod(2016)=0
trigger1= AnimElem = 5 && anim=2000
anim = 2015
pos =-18,-81
sprpriority = 9
ownpal = 1
bindtime = -1
supermove = 1
removetime=-1
scale=.75,.75
id=2015
removeongethit = 1

;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim!=2001&&anim!=2000
id = 2016


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim!=2001&&anim!=2000
trigger2=AnimElem = 1 && anim=2001
id = 2015


[State 1000, playsnd]
type = PlaySnd
trigger1 = prevstateno != 3010
trigger1 = AnimElem = 2&& anim=1320
value = s10,0
channel=0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2&& anim=1320
value = s400,12
channel=2

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2&& anim=1320
value = s12,21
channel=1
[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = Explod
trigger1 = AnimElemtime(1)= 1&& anim=1320
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2&& anim=1320
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2&& anim=1320
persistent = 0
anim = 2020
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4&& anim=1320
persistent = 0
anim = 2025
postype = P1
pos = 70,-10
sprpriority = 15
bindtime = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2 && anim=1320
persistent = 0
anim = 2030
postype = P1
pos = 70,-10
sprpriority = 10
bindtime = 1
ownpal = 1
scale = .75,.75
removetime = 26

[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1320
value = -ceil(242*fvar(2))
kill = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1320
value =2035

[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1310 || anim = 2005|| anim=1322))
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 強ギガンティックプレッシャー
; CNS レベル: 中級

[Statedef 2001]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2002
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && prevstateno=[1120,1124]
x = 0
y = 0
ignorehitpause = 1
;persistent = 

[State 170, nothitby]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40

[State 810, width]
type = Width
trigger1 = time = 0
edge = 50,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
p2defmul=1
darken=0
time = 30
sound=s3000,0

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =34     ;fv = 
value = 12
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = -2
ignorehitpause=0
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2002
anim = 7000
pos =-47,-98
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=2002
anim = 7001
pos =-47,-98
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2002
anim = 7003
pos =-47,-98
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=2002
anim = 7002
pos =-47,-98
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 810, width拆
type = Width
trigger1 = time = 0
edge = 50,0

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 2 && anim=2002
value = s20,25

[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem = 5& anim=2002
value = s5,0
channel = 8

[State 0, VelSet]
type = VelSet
triggerall = anim=2002
trigger1 = animelemtime(5) >= 0
x = 8
[State 0, VelSet]
type = VelSet
triggerall = anim=2001
trigger1 = animelemtime(1) >= 0
x = 8
[State 0, VelSet]
type = VelSet
trigger1 =anim = 2003 || anim = 1320 || anim=1322 || (anim=1310 && animelem =6)||  (anim=2005 && animelemtime(1)=10)
x = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1322
physics = S
[State 0, VelSet]
type = VelSet
trigger1 =anim= 1321&& animelemtime(1)=1
x = -7.5
y = -5

[State 0, PosSet]
type = PosSet
trigger1 =anim=1322
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1321
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1310&&animelem=1)||(anim=2005 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1310||anim=2005
x = .9
[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, HT
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
sparkxy = -10,-50
getpower=0
hitsound   =  S400,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
fall=1
fall.recover=0
[State 0, Width]
type = Width
trigger1 = anim=1310
player = 27,0


[State 1060, 4]
type = HitDef
trigger1 = anim=1310&&animelem=2
attr = S, SA
animtype  = Medium
damage    = 0, 12
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100
getpower=0
sparkxy = -10,-50
hitsound   =  S400,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
[State 0, TargetState]
type = TargetState
trigger1 =movehit && anim=2001 && p2stateno!=2030
value =2030
ignorehitpause=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !movecontact&&(time>= 65)&& (anim !=[1305,1325])&&anim!=2005
trigger2= anim=2000 && frontedgebodydist<35 && animelemtime(6)>0
value = 2005

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit
triggerall = anim!=2001
triggerall = anim!=2003
trigger1 =anim != [1310,1322]
value = 2001
elem= 1

[State 0, Turn]
type = Turn
trigger1 = animtime=0 && anim=2003

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=2003&&statetype=S&&animtime=0
trigger1 =anim != 2001&&anim!=[1205,1310]
value = 2001
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno=2030
triggerall= var(13)=0
triggerall =  (frontedgedist < 30)  && (anim=2001)
trigger1 = anim!=2003&&anim != [1320,1322]
value = 2003
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno=2030
triggerall= var(13)=1
triggerall = (frontedgedist < 45) && (anim=2001)
trigger1 = anim!=1320&&anim != [1320,1322]
value = 1320



[State 0, VarSet]
type = VarSet
trigger1 = anim=2003
v = 13    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 2000]
type = Explod
triggerall = numexplod(2016)=0
trigger1 = AnimElem = 1 && anim=2001
anim = 2015
pos =-13,-66
sprpriority = 9
ownpal = 1
bindtime = -1
supermove = 1
removetime=-1
scale=.75,.75
id=2016
removeongethit = 1
[State 2000]
type = Explod
triggerall = numexplod(2016)=0
trigger1= AnimElem = 5 && anim=2000
anim = 2015
pos =-18,-81
sprpriority = 9
ownpal = 1
bindtime = -1
supermove = 1
removetime=-1
scale=.75,.75
id=2015
removeongethit = 1

;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim!=2001&&anim!=2000
id = 2016


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim!=2001&&anim!=2000
trigger2=AnimElem = 1 && anim=2001
id = 2015

;ignorehitpause = 
;persistent = 


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1310
value = 1310


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1320
trigger1 = anim != [1321,1322]
value = 1321

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1321 && animelemtime(1)>1
trigger1 = anim != 1322
value = 1322



[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1310 &&animelem=3
trigger1 = anim=1322
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=2001
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1320||anim=2003
value = 2


[State 0, PosAdd]
type = PosAdd
trigger1 = (anim=2003||anim=1320) && animelemtime(1)=0
x = -50

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 &&(anim=1320&&anim=2003)
edge = 60,0
[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && anim=2001
edge = 25,0
[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=2030
trigger1 = animelemtime(1) >= 0 && (anim = 2001)
pos = -20, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&&(anim = 1320||anim=2003)
pos = 69, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(5)<0&& (anim = 1320||anim=2003)
pos = 106, -75
[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(5)>=0&&animelemtime(6)<0&& anim = 2003
pos = 69, -64
[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(6)>=0&& anim = 2003
pos = 35,-64
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& (anim = 1320||anim=2003)
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


;persistent = 


[State 3000]
type = Explod
trigger1 = AnimElemtime(1)= 1&& (anim=1320||anim=2003)
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2&&  (anim=1320||anim=2003)
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2&& (anim=1320||anim=2003)
persistent = 0
anim = 2020
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4&&  (anim=1320||anim=2003)
anim = 2025
postype = P1
pos = 70,-10
sprpriority = 15
bindtime = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2 &&  (anim=1320||anim=2003)
anim = 2030
postype = P1
pos = 70,-10
sprpriority = 10
bindtime = 1
ownpal = 1
scale = .75,.75
removetime = 26

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1320
value = S20, 21
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim =2003
value = S20,10
channel=0


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& (anim=1320||anim=2003)
value = S400, 12
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1320
value = s12,21
channel=2
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 2003
value = s12,25
channel=2
[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=2003
value = -ceil(189*fvar(2))
kill = 0
[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1320
value = -70
kill = 1

;ignorehitpause = 


[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 13    ;fv = 10
value = 0
[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1320
value =2035

[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1310 || anim = 2005|| anim=1322))
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 強ギガンティックプレッシャー　終了

[Statedef 2055]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
anim     = 2005
ctrl     = 0

[State 1000, ]
type = Velset
trigger1 = time = 5
x = 0

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ギガンティックプレッシャー　被ガード

[Statedef 2010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = ifelse(var(10)=1,1310,1355)
sprpriority = 3

[State 1000, ]
type = Velset
trigger1 = time = 5
x = 0

[State 200, hitdef]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = s4010
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -3,-3
air.type = High
air.velocity = -3,-3
air.hittime = 12

[State 210, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ギガンティックプレッシャー　ヒット

[Statedef 2015]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 2001
ctrl     = 0

[State 1000, playsnd]
type = PlaySnd
trigger1 = time = 0
value = s12,10
channel = 9

[State 1000, playsnd]
type = StopSnd
trigger1 = time = 0
channel = 10

[State 810, width]
type = Width
trigger1 = time <= 5
edge = 100,0

[State 810, width]
type = Width
trigger1 = time >= 6
edge = 70,0

[State 1000, ]
type = Velset
trigger1 = time > 0
x = 10

[State 810, 3]
type = TargetBind
Trigger1 = time = 0
pos = 0,0

[State 810, 3]
type = TargetBind
Trigger1 = time >= 1
pos = -17,-66

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 2015
ID = 2000
postype = P1
pos = -12,-65
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = -1


;paladd = 100,-50,-50

[State 1000, changestate]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 90
trigger2 = time >= 180
value = 2020

;---------------------------------------------------------------------------
; ギガンティックプレッシャー　叩き付け

[Statedef 2020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 2010
ctrl     = 0
sprpriority = 2
velset = 0,0

[State 810, width]
type = Width
trigger1 = time = 0
edge = 40,0



[State 1000, playsnd]
type = StopSnd
trigger1 = time = 0
channel = 9

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,21

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,22

[State 1000, playsnd]
type = PlaySnd
trigger1 = prevstateno != 3010
trigger1 = AnimElem = 2
value = s10,26

[State 170, ]
type = TargetState
trigger1 = time = 0
value = 2035

[State 170, ]
type = Posadd
trigger1 = Animtime = 0
x = -21

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = Explod
trigger1 = AnimElem = 1
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 2020
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 2025
postype = P1
pos = 70,-10
sprpriority = 15
bindtime = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 2030
postype = P1
pos = 70,-10
sprpriority = 10
bindtime = 1
ownpal = 1
scale = .75,.75
removetime = 26

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 60, -72

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(5) < 0
pos = 93, -72

[State 810, 3]
type = null;TargetBind
Trigger1 = AnimElemtime(5) = 0
pos = 93, -10

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -250

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2
time = 15
ampl = 7
freq = 80

[State 105, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 105

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作

[Statedef 2030]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, Turn]
type = Turn
trigger1 = enemy,anim=2001 && enemy,var(13)=1 && facing=enemy,facing
persistent=0


[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1325

[State 820, 1]
type = SelfState
trigger1 = Anim = 1325
trigger1 = (Enemy,Stateno!=[2000,2001])
value = 5100

;---------------------------------------------------------------------------
;吹っ飛び動作

[Statedef 2035]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = AnimElemtime(20) < 0
value = 0
;movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2035

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(20) = 0
x = -1
y = -7

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(20) >= 0
y = .45

[State 1000, ]
type = Posset
trigger1 = AnimElem = 20
y = -10

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,HA,HP,HT
;value2 = S,NA
time = 1


[State 700,]
type = Palfx
trigger1 = time = 0
time = 60
add = 30,0,0
mul = 130,0,0
sinadd = 85,0,0,15
color = 0
invertall = 1

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(24) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; ジェノサイドヘブン　発動〜地上
; CNS レベル: 中級

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2100
ctrl     = 0
sprpriority = 2
facep2=1
[State 810, width]
type = Width
trigger1 = 1
edge = 20,0

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype!=A
trigger1 = anim=2100
movetype = A  
;ignorehitpause = 
;persistent = 
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 170, nothitby]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 32
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
p2defmul=1
darken=0
time = 30
sound=s3000,0


[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =34     ;fv = 
value = 12
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = -2
ignorehitpause=0

;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0





[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1 
anim = 7000
pos =-2,-82
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  
anim = 7001
pos =-2,-82
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos =-2,-82
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1 
anim = 7002
pos =-2,-82
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,27

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,28

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 16
trigger4 = AnimElem = 26
trigger5 = AnimElem = 32
trigger6 = AnimElem = 36
value = s12,8

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 16
trigger4 = AnimElem = 26
trigger5 = AnimElem = 32
trigger6 = AnimElem = 36
value = s0,3

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 26
value = s10,11

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 36
value = s10,23

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 9
trigger2 = AnimElem = 10 | AnimElem = 24 | AnimElem = 25
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 5 | AnimElem = 6 | AnimElem = 7
x = -10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(26) >= 0 && AnimElemtime(29) <= 0
x = 8

[State 1000, ]
type = Velset
trigger1 = AnimElem = 30
x = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
anim = 1160
postype = P1
pos = -5, -20
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 9
anim = 1605
postype = P1
pos = 5, -80
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 15
anim = 2110
postype = P1
pos = 10, -75
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 25
anim = 1605
postype = P1
pos = 40, -85
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 31
anim = 1610
postype = P1
pos = 15, -110
sprpriority = -10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 35
anim = 1615
postype = P1
pos = 35, -100
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 26
anim = 1360
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1



[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 5, Hit
pausetime = 3, 6
sparkno = s4070
guard.sparkno = s4100
sparkxy = -25, -100
hitsound = s400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -1,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 4, 7
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 6, 8
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -90
hitsound = s400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -7
air.type = High
air.velocity = -2,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4, 6
sparkno = s4070
guard.sparkno = s4100
sparkxy = -25, -80
hitsound = s400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
damage = 30, 3
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 2, 4
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HA
damage = 28, 3
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 9, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -85
hitsound = s400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -.5,-10
guard.velocity = -6
air.type = High
air.velocity = -1,-9
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0

[State 1000, changestate]
type = ChangeState
trigger1 = AnimTime = 0 
value = ifelse((roundstate=2&&p2movetype=H&&p2statetype!=L&&p2stateno!=[120,155]),2105,0)
ctrl= ifelse((roundstate=2&&p2movetype=H&&p2statetype!=L&&p2stateno!=[120,155]),0,1)

;---------------------------------------------------------------------------
; ジェノサイドヘブン　フィニッシュ

[Statedef 2105]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2105
ctrl     = 0
sprpriority = 2

[State 810, width]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4 && anim!=1125
value = s3,2

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 3&& anim!=1125
value = s12,8

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 2&& anim!=1125
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(2) = 0&& anim!=1125
x = 4

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(2) > 0&& anim!=1125
x = 2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4&& anim!=1125
y = -8.5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(4) >= 0&& anim!=1125
y = .4

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3&& anim!=1125
anim = 1110
postype = P1
pos = -5, 10
sprpriority = 10
ownpal = 1
bindtime = 8
ignohitpause = 0
removeongethit = 1

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 61, 3
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8, 9
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = s400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-10
air.type = High
air.velocity = -2,-10
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage = ceil(40*(1/fvar(2))), 3
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 14, 15
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = s400,17
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2.5,-11
guard.velocity = -10
air.type = High
air.velocity = -2.5,-11
air.hittime = 12
yaccel = .49
fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 14
envshake.ampl = 5
envshake.freq = 80
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=10
movetype = I   

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1125
trigger1 = pos y>=0  && time>8
value = 1125

[State 0, VelSet]
type = VelSet
trigger1 = anim=1125
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1125
y = 0
[State 1000,playsnd]
type = PlaySnd
trigger1 = animelemtime(1)=1&&anim=1125
value = s4,0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1125
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱ルガールエクスキュージョン

[Statedef 2200]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && prevstateno=[1120,1124]
x = 0
y = 0
ignorehitpause = 1
[State 810, width]
type = Width
trigger1 = time = 0
edge = 40,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(8) < 0
value = SCA

[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
p2defmul=1
darken=0
time = 30
sound=s3000,0


[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = 50
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 50,50,50,50
invertall = 0
color = var(34)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =34     ;fv = 
value = 12
ignorehitpause=0
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = -2
ignorehitpause=0

;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0





[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos =-0,-78
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos =-0,-78
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1 
anim = 7003
pos =-0,-78
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1 
anim = 7002
pos =-0,-78
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7612)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7612
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = s20,11
channel=0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = s12,16
channel=1
[State 1000, ]
type = Posadd
trigger1 = AnimElem = 9 | AnimElem = 10 | AnimElem = 11
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(10) >= 0
x = 18

[State 3000]
type = explod
trigger1 = AnimElem = 9
anim = 1285
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1


[State 200, hitdef]
type = HitDef
triggerall = p2statetype!=A || enemy,hitfall
triggerall = P2Stateno != [150,155]
trigger1 = time = 0
attr = S, ST
damage = 0, 0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag=MA
priority =4
pausetime = 0, 0
guard.pausetime = 0,10
sparkno = s4040
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = s400,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2210
p2stateno = 2220

[State 1000, changestate]
type = ChangeState
trigger1 = Time = 36
trigger2 = Moveguarded
value = 1805


;---------------------------------------------------------------------------
; ルガールエクスキュージョン　ヒット

[Statedef 2210]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
poweradd = 0
anim     = 1810
ctrl     = 0

[State 1000, playsnd]
type = PlaySnd
trigger1 = time = 11
value = s12,17

[State 1000, playsnd]
type = PlaySnd
trigger1 = time = 11
value = s20,20

[State 810, width]
type = Width
trigger1 = time = 0
edge = 80,0

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 11
persistent = 0
anim = 1825
ID = 1800
postype = P1
pos = 0,0
sprpriority = -15
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = -1

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 50,0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 50,-90

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 60,-150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0
pos = 60,-145

[State 810, 1]
type = TargetLifeAdd
triggerall= prevstateno!=3200
trigger1 = AnimElemtime(4) >= 0
trigger1 = (GameTime%3) = 0
value = -ceil(5*fvar(2))
kill = 0
[State 810, 1]
type = TargetLifeAdd
triggerall= prevstateno=3200
trigger1 = AnimElemtime(4) >= 0
trigger1 = (GameTime%3) = 0
value = -ceil(7*fvar(2))
kill = 0
[State 810, 1]
type = LifeAdd
triggerall= prevstateno=3200
trigger1 = AnimElemtime(4) >= 0
trigger1 = (GameTime%3) = 0
value = 2
kill = 0

[State 810,]
type = EnvShake
trigger1 = AnimElemtime(4) = 0
time = 120
ampl = 2
freq = 90
[State 0, Explod]
type = Explod
trigger1 = numexplod(10000)=0&&prevstateno=3200
anim = 10000
ID = 10000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0

[State 1000, changestate]
type = ChangeState
trigger1 = time = 128
value = 2215

;---------------------------------------------------------------------------
; ルガールエクスキュージョン　フィニッシュ

[Statedef 2215]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
poweradd = 0
anim     = 2205
ctrl     = 0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1&&numexplod(10000)=0
value = s12,18
channel=1
[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1&&numexplod(10000)!=0
value = s12,21
channel=1
[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,10
channel=0
[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,19
channel=2
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s20,29
channel=0
[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
value = s12,0
channel=3
[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 1800

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1&&numexplod(10000)=0
persistent = 0
anim = 1830
postype = P1
pos = 70,-130
sprpriority = 5
bindtime = 1
ownpal = 1
ignorehitpause=1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 1&&numexplod(10000)!=0
anim = 2030
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1,1
removetime=10
ignorehitpause=1
[State 1100, エフェクト表示]
type = Explod
trigger1 =time=8&&numexplod(10000)!=0
anim = 2031
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5
ignorehitpause=1
[State 1100, エフェクト表示]
type = Explod
trigger1 = time=3&&numexplod(10000)!=0
anim = 2025
postype = P1
pos = 70,-10
sprpriority = 15
bindtime = 1
ownpal = 1
ignorehitpause=1


[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) = 0
pos = 70,-50

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -ceil(42*fvar(2))

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 1
time = 1
value = 255,255,255
under = 0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
ampl = 9
freq = 90

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2220]
type    = A
movetype= H
physics = N
velset = 0,0

[State 170, nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1820

[State 1322]
type = Posset
trigger1 = time = 0
y = 0

[State 1323]
type = ChangeState
trigger1 = time = 128
value = 2225

[State 0, SelfState]
type = SelfState
trigger1 = enemy,movetype=H
value =5050
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2225]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value =1
movecamera = 1,0
ignorehitpause=1
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 700,]
type = palfx
trigger1 = Time = 0 && enemy,numexplod(10000)!=0
time = 60
add = 30,-40,-140
sinadd = 60,60,50,10
color = 0
invertall = 1

[State 1322]
type = velset
trigger1 = Time = 0
x = -5
y = -9

[State 1322]
type = veladd
trigger1 = Time > 0
y = .45

[State 1323]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100



;---------------------------------------------------------------------------
; MAXギガンティックプレッシャー
; CNS レベル: 中級

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
poweradd=-ifelse((prevstateno=2000||prevstateno=2100||prevstateno=3100||(prevstateno=[1100,1999])),2000,3000)
anim     = 2300
ctrl     = 0
sprpriority = 2
facep2=1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 1001
ignorehitpause = 1
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A 
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent =  
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = Varadd
trigger1=time=0
v = 57    ;v = 570
value = -var(57)

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 810, ?????????]
type = Width
trigger1 =time=0
trigger2= anim=2031 && animelemtime(1)=1
edge = 70,0

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 42


[State 0, Pause]
type = Pause
trigger1 = time=0 
time = 75
movetime=75

[State 200, 1]
type = PlaySnd
trigger1 = time=0
value = S10,30
channel=0

[State 2000]
type = AssertSpecial
trigger1 = time=[0,30]
trigger2= anim=2300
trigger3= anim=2301 
trigger4= anim=2302
trigger5= anim=2303
flag=nomusic
ignorehitpause = 1
[State 2000]
type = AssertSpecial
trigger1 = time=[0,30]
trigger2= anim=2300
trigger3= anim=2301 
trigger4= anim=2302
trigger5= anim=2303
flag = NoFG
flag2 = NOBG
ignorehitpause = 1


[State 2000]
type = Explod
trigger1 =time=0
anim = 7200
pos = 0,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=99
scale=.5,.5
[State 2000]
type = Explod
trigger1 =time=0
anim = 7201
pos = 160,120
postype=left
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=99
scale=.6557377049180328,ifelse(GameHeight=180,0.5247813411078717,0.6997084548104956)



[State 0, Explod]
type = Explod
triggerall = prevstateno=2000||prevstateno=2100||prevstateno=3100
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall =prevstateno=2000||prevstateno=2100||prevstateno=3100
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall =prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall =prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1000, ?????]
type = PlaySnd
trigger1 =time=0
value = s3000,2
channel=2

[State 1000, helper]
type = Helper
triggerall = anim=2300
trigger1 = AnimElem =1
name = "GS"
stateno = 1070
ID = 1060
helpertype = normal
pos = -15,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1.1
size.yscale=1.1
pausemovetime=99



[State 0, VelSet]
type = VelSet
trigger1 = animelem=12 && anim=2300
x = ((P2Dist X)/14)
y = -11.75
[State 1121,VelMul]
type = VelMul
trigger1 = animelemtime(12)>0
x = .94

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12&&anim=2300
statetype = A       ;S,A,C,L
physics=N
;ignorehitpause = 
;persistent = 


[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(12)>0&&(anim=2300||anim=2301&&p2stateno=2315&&pos y <20)
y = .85

;ignorehitpause = 
;persistent = 


[State 1060, 4]
type = HitDef
triggerall = p2stateno!=[120,155]
triggerall = ((prevstateno=2000||prevstateno=2100||prevstateno=3100||(prevstateno=[1100,1999]))&&p2movetype=H)||p2stateno=1165
trigger1 = animelem=16 && anim=2300
attr = S, HA
animtype  = Medium
damage    = 0, 4
priority = 7
guard.dist=0 
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno = S7014
sparkxy = -10,-50
getpower=0
hitsound   = S1,1
guardsound = S2, 7
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno=ifelse(p2statetype=A,2315,2314)

[State 1060, 4]
type = HitDef
triggerall =p2statetype!=A
triggerall = p2movetype!=H || (p2stateno=140||p2stateno=120)
trigger1 = animelem=16 && anim=2300
attr = S, HT
animtype  = Medium
damage    = 0, 4
priority = 1, Miss  
guard.dist=0 
hitflag=M-
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno = S7014
sparkxy = -10,-50
getpower=0
hitsound   = S1,1
guardsound = S2, 7
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno=ifelse(p2statetype=A,2315,2314)

[State 200, 1]
type = PlaySnd
trigger1 = animelem=2 && anim=2301
value = 400, 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem=8&& anim=2301
value =  400, 3

[State 200, 1]
type = PlaySnd
trigger1 = anim =2302&& animelem=5
value = 400, 5
channel=1

[State 0, StopSnd]
type = StopSnd
trigger1 = anim=2002
channel = 1



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (p2stateno=[2314,2315]) &&anim=2300
value =2301

[State 0, TargetBind]
type = Bindtotarget
trigger1 = anim= 2301 && animelemtime(6)<0 && p2stateno=2314
pos = 0, 20, Head

[State 0, TargetBind]
type = TargetBind
trigger1 = p2stateno=2315&&pos y <0
pos = 0,-15
;ignorehitpause = 
;persistent = 


[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7&&anim=2301 && p2stateno=2314
y = 60

[State 0, PosAdd]
type = Posset
trigger1 =animelem=8&&anim= 2301
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 &&anim=2301
value =2302

;ignorehitpause =
;persistent =

[State 200, 1]
type = PlaySnd
trigger1 = animelem=5 && anim=2302
value = S10, 26
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=7&& anim=2302
value =S12,12
channel=2
[State 810,]
type = EnvShake
trigger1 = animelem=7&& anim=2302
time = 48
ampl = 2
freq = 90
[State 810,]
type = EnvShake
trigger1 = animelemtime(1)=2 &&anim=2303
time = 8
ampl = 3
freq = 90

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem=7 && anim=2302
trigger2 = animelem=15 && anim=2302
trigger3 = animelem=23 && anim=2302
trigger4 = animelem=31 && anim=2302
trigger5 = animelem=39 && anim=2302
trigger6 = animelem=47 && anim=2302
trigger7 = animelemtime(1)=2 &&anim=2303
value = 1
;ignorehitpause = 
;persistent = 
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem=7 && anim=2302
trigger2 = animelem=15 && anim=2302
trigger3 = animelem=23 && anim=2302
trigger4 = animelem=31 && anim=2302
trigger5 = animelem=39 && anim=2302
trigger6 = animelem=47 && anim=2302
value =-ceil(52*fvar(2))
kill = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(1)=2 &&anim=2303
value =-ceil(150)
kill = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem=39 &&anim=2302
value =12, 23
channel=2
[State 700, エフェクト表示]
type = Explod
trigger1 = animelem=8 && anim=2301
anim = 1420
postype = P1
pos =0, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, エフェクト表示]
type = Explod
trigger1 = animelem=8 && anim=2301
anim = 1425
postype = P1
pos = 0, 0
sprpriority = 15
ontop=1
ownpal = 0
scale=.5,.5
[State 0, Explod]
type = Explod
trigger1 = animelem = 7&& anim =2302
anim =2306
ID =3005
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
removetime= 40
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = animelem = 7&& anim =2302
anim =2307
ID =3005
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
removetime= 40
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 1100, エフェクト表示]
type = Explod
trigger1 = animelem=39 &&anim=2302
anim = 2030
postype = P1
pos = 0,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1,1
removetime=30
[State 1100, エフェクト表示]
type = Explod
trigger1 =animelemtime(1)=5 &&anim=2303
anim = 2031
postype = P1
pos = 0,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5
[State 1100, エフェクト表示]
type = Explod
trigger1 = animelemtime(1)=1 &&anim=2303
anim = 2025
postype = P1
pos = 0,-10
sprpriority = 15
bindtime = 1
ownpal = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 &&anim=2302
value =2303

[State 0, TargetState]
type = TargetState
trigger1 = animelem=2&&anim=2303
value =2032





[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(15)>=0 && anim =2300
value =2304

[State 0, PosSet]
type = PosSet
trigger1 = anim=2304
trigger2 = pos y >=0 && animelemtime(15)>=0 && anim =2300
trigger3 = anim=2301&&p2stateno=2315&&animelemtime(8)>0
trigger4= anim=2302
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = anim=2304
trigger2 = pos y >=0 && animelemtime(15)>=0 && anim =2300
trigger3= (anim=2301&&p2stateno=2314||anim=2301&&p2stateno=2315&&pos y >0)
trigger4 = anim=2301&&p2stateno=2315&&animelemtime(8)>0 &&pos y <20
trigger5= anim=2302
x = 0
y = 0


[State 0, VelSet]
type = VelSet
trigger1 = anim=2301&&p2stateno=2315&&pos y <20
y = 8
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=2304
statetype = S
movetype=I

[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime=0 &&(anim=2303||anim=2304)
value = 0
ctrl=1
;---------------------------------------------------------------------------
[Statedef 2314]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority =-2

[State 820, 1]
type = ChangeAnim2
Trigger1 = enemy,anim=2302&&enemy,animelem=7
value = 2311

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2310

[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0
;---------------------------------------------------------------------------
[Statedef 2315]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority =-2

[State 0, VelSet]
type = VelSet
trigger1 = anim=2312
x = 0
y = 0
;ignorehitpause = 
;persistent = 


[State 820, 1]
type = ChangeAnim2
Trigger1 = enemy,anim=2301 && pos y >0
value = 2312
[State 820, 1]
type = ChangeAnim2
Trigger1 = enemy,anim=2302&&enemy,animelem=7
value = 2311
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2313

[State 0, PosSet]
type = PosSet
trigger1 =anim=2312
y = 0
;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2032]
type = A
movetype = H
physics = N
ctrl = 0
velset=-1,-16

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0 
value = 50061

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=50
value = 50062


[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim!=5100 + (anim % 10)
triggerall = anim!=5160+ (anim % 10)
triggerall = anim!=5110+ (anim % 10)
trigger1 =  pos y>=0 && time>3
trigger1 =  anim=50062
trigger1 = SelfAnimExist(5111)
value = 5101

[State 0, VelAdd]
type = VelAdd
 triggerall = pos y <0
triggerall=((anim != 5160) && (anim != 5160 + (anim % 10))) 
trigger1 = ((anim != 5110) && (anim != 5110 + (anim % 10))) &&((anim != 5100) || (anim != 5100 + (anim % 10)))
y = .4


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 
[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = anim!=[5160,5169]
triggerall = anim!=[5110,5119]
triggerall= anim!=[5100,5101]
triggerall = pos y>=0 && time>3
trigger1 = (anim != [5071,5079]) && (anim != [5061,5069]) 
trigger2 = !SelfAnimExist(5111)
value = 5100

[State 0, PosSet]
type = PosSet
triggerall= anim!=[50061,50062] 
trigger1 =anim=5100||(5100 + (anim % 10))
y = 0
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
triggerall=  anim!=[50061,50062] 
trigger1 =anim=5100||(5100 + (anim % 10))
x = 0
y = 0
ignorehitpause = 1 
persistent = 1


[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = ((anim = 5100) || (anim = 5100 + (anim % 10)))
statetype = L      ;S,A,C,L




;ignorehitpause =
;persistent =

[State 0, SelfState]
type = changeState
trigger1 =(animtime=0) &&  ((anim = 5100) || ((anim = 5100 + (anim % 10))||anim=5152))
value =2034

;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2034]
type = A
movetype = H
physics = N
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 =((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
y = 0
;ignor
[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time=0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time=0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 0, VelAdd]
type = VelAdd
trigger1 = ((anim = 5160) || (anim = 5160 + (anim % 10))) 
y = .5
persistent=1
[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&  ((anim = 5160) || (anim = 5160 + (anim % 10)))
y = -5
x=-3
[State 0, SelfState]
type = changeState
trigger1 =(pos y >=0 && time >5) &&  ((anim = 5160) || ((anim = 5160 + (anim % 10))||anim=5152))
value =2033
;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2033]
type =L
movetype = H
physics = N
ctrl = 0

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time=0
triggerall = anim != [5110,5149] ;Not already changed anim
triggerall =anim!=[5150,5159]
trigger1 = anim = 5160
trigger2 = !SelfAnimExist(5110 + (anim % 10))
value = 5110

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time=0
triggerall = anim != [5110,5149] ;Not already changed anim
triggerall = anim!=5110 + (anim % 10)
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5110 + (anim % 10))
value =5110 + (anim % 10)

[State 0, PosSet]
type = PosSet
trigger1 =((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =  ((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
x = 0
y = 0
[State 0, SelfState]
type = SelfState
trigger1 =time=20
value =ifelse(alive,5110,5150)
ctrl=1
;---------------------------------------------------------------------------
; MAXギガンティックプレッシャー　叩き付け　ターン

[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 3000
ctrl     = 0
sprpriority = 2
velset = 0,0

[State 810, width]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, playsnd]
type = StopSnd
trigger1 = time = 0
channel = 9

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,21

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,22

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,23

[State 170, ]
type = TargetState
trigger1 = time = 0
value = 3020

[State 170, ]
type = Posadd
trigger1 = Animtime = 0
x = -21

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 3000]
type = Explod
trigger1 = AnimElem = 1
anim = 1360
pos = -38,0
postype = p1
sprpriority = -5
ownpal = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 2
anim = 4020
pos = 95,-75
postype = p1
ontop = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 2020
postype = P1
pos = 70,-10
sprpriority = 5
bindtime = 1
ownpal = 1
scale = 1.5,1.5

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 2025
postype = P1
pos = 70,-10
sprpriority = 15
bindtime = 1
ownpal = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 2030
postype = P1
pos = 70,-10
sprpriority = 10
bindtime = 1
ownpal = 1
scale = .75,.75
removetime = 26

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 60, -72

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(5) < 0
pos = 93, -72

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 75, -66

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = 30, -66

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0
pos = 17, -66

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -250
kill = 0

[State 820, 1]
type = EnvShake
trigger1 = AnimElem = 2
time = 15
ampl = 7
freq = 80

[State 1800,]
type = Turn
Trigger1 = AnimElem = 8

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,10
channel = 9

[State 1000, playsnd]
type = StopSnd
trigger1 = AnimElem = 8
channel = 10

[State 810, width]
type = Width
trigger1 = AnimElemtime(8) >= 0
edge = 70,0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(8) >= 0
x = 10

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) = 0
pos = 0,0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0
pos = -17,-66

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
anim = 2015
ID = 2000
postype = P1
pos = -12,-65
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
removetime = -1


[State 810, 3]
type = SprPriority
Trigger1 = AnimElem = 6
value = 0

[State 1000, changestate]
type = ChangeState
trigger1 = AnimElemtime(8) >= 0
trigger1 = FrontEdgeDist <= 90
trigger2 = time >= 180
value = 2020

;---------------------------------------------------------------------------
;叩き付けられワンモア

[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1800,]
type = Turn
Trigger1 = AnimElem = 14

[State 700,]
type = Palfx
trigger1 = time = 0
time = 180
add = 30,0,0
mul = 130,0,0
sinadd = 85,0,0,15
color = 0
invertall = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3005

[State 820, 1]
type = SelfState
triggerall = AnimElemtime(24) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; MAXジェノサイドヘブン　発動〜地上
; CNS レベル: 中級

[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2
facep2=1
[State 810, width]
type = Width
trigger1 = 1
edge = 20,0

[State 170, nothitby]
type = NotHitBy
trigger1 = time = 3
value = SCA
time = 34
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = movetype=I
triggerall = p2statetype!=A
trigger1 = anim=3100
movetype = A  

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
p2defmul=1
darken=0
time = 30
sound=s3000,0


[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = -256
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 256,256,256,50
invertall = 0
color = 256
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = 12
ignorehitpause=0

;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0





[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
supermovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
;persistent = 

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos =-2,-82
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos = -2,-82
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = -2,-82
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos =-2,-82
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale = .5,.5


[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,27

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,28

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 16
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 40
trigger7 = AnimElem = 46
trigger8 = AnimElem = 50
value = s12,8

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 16
trigger4 = AnimElem = 24
trigger5 = AnimElem = 30
trigger6 = AnimElem = 40
trigger7 = AnimElem = 46
trigger8 = AnimElem = 50
value = s0,3

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 40
value = s10,11

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 50
value = s10,23

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 9
trigger2 = AnimElem = 10 | AnimElem = 11 | AnimElem = 23 | AnimElem = 24
trigger3 = AnimElem = 38 | AnimElem = 39
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 5 | AnimElem = 6 | AnimElem = 7 | AnimElem = 12
trigger2 = AnimElem = 13 | AnimElem = 14
x = -10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(40) >= 0 && AnimElemtime(43) <= 0
x = 8

[State 1000, ]
type = Velset
trigger1 = AnimElem = 44
x = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
anim = 1160
postype = P1
pos = -5, -20
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 16
anim = 3110
postype = P1
pos = 25, -55
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 23
anim = 1605
postype = P1
pos = 5, -80
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 29
anim = 2110
postype = P1
pos = 10, -75
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 39
anim = 1605
postype = P1
pos = 40, -85
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 45
anim = 1610
postype = P1
pos = 15, -110
sprpriority = -10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 49
anim =  1605
postype = P1
pos = 35, -100
sprpriority = 10
ownpal = 1
bindtime = 1
removeongethit = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 40
anim = 1360
pos = 0,0
postype = p1
sprpriority = -5
ownpal = 1


[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
attr = S, HA
damage = 40, 4
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 5, Hit
pausetime = 3, 6
sparkno = s4070
guard.sparkno = s4100
sparkxy = -25, -100
hitsound = s400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -1,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage = 40, 4
getpower = 0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 3, 6
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -25
hitsound = s400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -1,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
damage = 40, 4
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 4, 7
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -2,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
damage = 40, 4
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 6, 8
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -90
hitsound = s400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -7
air.type = High
air.velocity = -2,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 40
attr = S, HA
damage = 40, 4
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4, 6
sparkno = s4070
guard.sparkno = s4100
sparkxy = -25, -80
hitsound = s400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 46
attr = S, HA
damage = 40, 4
getpower = 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 2, 4
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s400,16
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = Low
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
forcestand=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, hitdef]
type = HitDef
trigger1 = AnimElem = 51
attr = S, HA
damage = 40, 4
getpower = 0
animtype = Hard
air.animtype=diagup
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 9, 10
sparkno = s4070
guard.sparkno = s4100
sparkxy = -20, -85
hitsound = s400,16
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 35
guard.ctrltime=17
ground.velocity = -14
guard.velocity = -6
air.type = High
air.velocity = -5,-5
air.hittime = 12
yaccel = .45
air.fall = 1
fall.recover = 0
id=3100
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0

[State 0, PosAdd]
type = PosAdd
triggerall =roundstate=2&&p2movetype=H&&p2statetype!=L&&numtarget(3100)=1&&p2stateno!=[120,155]
trigger1 = animelemtime(52)>0 && movehit && frontedgebodydist <65
x = -2


[State 0, PalFXWiz]
type = BGPalFX
triggerall = enemy, pos y <-14 || p2statetype!=A
triggerall = movehit
triggerall =roundstate=2&&p2movetype=H&&p2statetype!=L&&numtarget(3100)=1&&p2stateno!=[120,155]
trigger1 =animelemtime(51)>=0
time =60
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
ignorehitpause=1

[State 1000, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse((roundstate=2&&p2movetype=H&&numtarget(3100)=1&&p2statetype!=L&&p2stateno!=[120,155]),3105,0)
ctrl= ifelse((roundstate=2&&p2movetype=H&&p2statetype!=L&&numtarget(3100)=1&&p2stateno!=[120,155]),0,1)


;---------------------------------------------------------------------------
; MAXジェノサイドヘブン　フィニッシュ

[Statedef 3105]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3105
ctrl     = 0
sprpriority = 2

[State 810, width]
type = Width
trigger1 = 1
edge = 20,0
[State 0, Pause]
type = Pause
trigger1 = animelemtime(27)<0 
time = 2
movetime = 2
[State 0, PalFXWiz]
type = BGPalFX
trigger1= animelemtime(27)<2
time =1
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
ignorehitpause=1
[State 1000,playsnd]
type = PlaySnd
trigger1 = AnimElem =2
value = s10,20
channel = 0
[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 27
value = s10,25
channel = 0
[State 3000]
type = explod
trigger1 = AnimElem = 2
anim = 1285
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1
pausemovetime=99


[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = -256
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[54,75]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 256,256,256,50
invertall = 0
color = 256
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[55,75] 
v =35     ;fv = 
value = 12
ignorehitpause=01

[State 1000, ]
type = Posadd
trigger1 = AnimElem =26 | AnimElem = 27
x = 10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 34 | AnimElem = 35
x = -10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem =27
value = s12,9
channel=1

[State 0, Helper]
type = Helper
trigger1 = animelem  = 27
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 3101
pos =70,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
pausemovetime=25


[State 1000, changestate]
type = ChangeState
trigger1 =animtime=0
value = 0
ctrl=1

;---------------------------------------------------------------------------
; 弱ルガールエクスキュージョン

[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
velset   = 0,0
anim     = 2201
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0 && prevstateno=[1120,1124]
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && prevstateno=[1120,1124]
x = 0
y = 0
ignorehitpause = 1
[State 810, width]
type = Width
trigger1 = time = 0
edge = 40,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 170, nothitby]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(8) < 0
value = SCA

[State 170, nothitby]
type = NotHitBy
trigger1 = time = 3
value = SCA
time = 32


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id=1001
[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
p2defmul=1
darken=0
time = 30
sound=s3000,0


[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = -256
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 256,256,256,50
invertall = 0
color = 256
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = 12
ignorehitpause=0

;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0





[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
supermovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
;persistent = 

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos =-2,-82
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos = -2,-82
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = -2,-82
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos =-2,-82
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale = .5,.5




[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = s20,11
channel=0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = s12,16
channel=1
[State 1000, ]
type = Posadd
trigger1 = AnimElem = 9 | AnimElem = 10 | AnimElem = 11
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(10) >= 0
x = 18

[State 3000]
type = explod
trigger1 = AnimElem = 9
anim = 1285
pos = 0,0
postype = p1
sprpriority = 10
ownpal = 1


[State 200, hitdef]
type = HitDef
triggerall = p2statetype!=A || enemy,hitfall || p2stateno=1165
triggerall = P2Stateno != [150,155]
trigger1 = time = 0
attr = S, ST
damage = 0, 0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag=MA
priority =4
pausetime = 0, 0
guard.pausetime = 0,10
sparkno = s4040
guard.sparkno = s4100
sparkxy = -20, -60
hitsound = s400,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2210
p2stateno = 2220

[State 1000, changestate]
type = ChangeState
trigger1 = Time = 55
trigger2 = Moveguarded
value = 1805

;---------------------------------------------------------------------------
; カイザーキャノン
; CNS レベル: 中級

[Statedef 3300]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd=-ifelse((prevstateno=2001||prevstateno=2215||(prevstateno=[1100,1999])),2000,3000)
velset   = 0,0
anim     = 3200
ctrl     = 0
sprpriority = 2
facep2=1

[State 0, Explod]
type = Explod
triggerall = prevstateno=2000||prevstateno=2100||prevstateno=3100
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall =prevstateno=2000||prevstateno=2100||prevstateno=3100
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall =prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall =prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 1001
ignorehitpause = 1
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A 
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent =  
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = Varadd
trigger1=time=0
v = 57    ;v = 570
value = -var(57)

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 810, ?????????]
type = Width
trigger1 =time=0
trigger2= anim=2031 && animelemtime(1)=1
edge = 70,0

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 42


[State 0, Pause]
type = Pause
trigger1 = time=0 
time = 105
movetime=105



[State 2000]
type = AssertSpecial
trigger1 = time=[0,30]
trigger2= anim=3200
trigger3= anim=3205
trigger4= anim=3210
flag=nomusic
ignorehitpause = 1
[State 2000]
type = AssertSpecial
trigger1 = time=[0,30]
trigger2= anim=3200
trigger3= anim=3205
trigger4= anim=3210
flag = NoFG
flag2 = NOBG
ignorehitpause = 1


[State 2000]
type = Explod
trigger1 =time=0
anim = 7200
pos = 0,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermovetime=999
pausemovetime=999
scale=.5,.5
[State 2000]
type = Explod
trigger1 =time=0
anim = 7201
pos = 160,120
postype=left
sprpriority = -3
ownpal = 1
bindtime = 1
supermovetime=999
pausemovetime=999
scale=.6557377049180328,ifelse(GameHeight=180,0.5247813411078717,0.6997084548104956)



[State 0, Explod]
type = Explod
triggerall = prevstateno=2001||prevstateno=2215
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall =prevstateno=2001||prevstateno=2215
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =99
supermovetime=99
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 200, 1]
type = PlaySnd
trigger1 = time=0
value = S20,5
channel=0

[State 1000, ?????]
type = PlaySnd
trigger1 =time=0
value = s13,5
channel=1
[State 1000, ?????]
type = PlaySnd
trigger1 =time=0
value = s3000,2
channel=2

[State 1000, changestate]
type = ChangeState
trigger1 = time >105
value = 3305

;---------------------------------------------------------------------------
; 発射

[Statedef 3305]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3205
ctrl     = 0
sprpriority =-9

[State 0, Width]
type = Width
trigger1 = 1
edge = 55,0
player = 55,0
[State 0, Pause]
type = Pause
trigger1 = time=0 
time = 7
movetime=7

[State 2000]
type = AssertSpecial
trigger1 = time=[0,30]
trigger2= anim=3200
trigger3= anim=3205
trigger4= anim=3210
flag=nomusic
ignorehitpause = 1
[State 2000]
type = AssertSpecial
trigger1 = time=[0,30]
trigger2= anim=3200
trigger3= anim=3205
trigger4= anim=3210
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3000]
type = explod
trigger1 = time = 4 | time = 10 | time = 16 | time = 22 | time = 28
trigger2 = time = 34 | time = 40 | time = 46 | time = 52 | time = 60
trigger3 = time = 68
anim = 1285
pos = -10,0
postype = p1
sprpriority = 10
ownpal = 1
ignorehitpause = 1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,9
channel=1
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,12
channel=2
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,23
channel=3


[State 810,]
type = EnvShake
trigger1 = AnimElem = 2
time = 90
ampl = 3
freq = 90

[State 0, Helper]
type = Helper
trigger1 = animelem  = 2
helpertype = normal ;player
name ="Haoh-ken"
ID = 3300
stateno = 3301
pos =70,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime=25

[State 210, changestate]
type = ChangeState
trigger1 = numhelper(3300)=0 && animelemtime(2)>0
value = 3310

;---------------------------------------------------------------------------
; 終了

[Statedef 3310]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3210
ctrl     = 0
sprpriority = 2

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 7
x = -10

[State 210, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ラストジャッジメント
; CNS レベル: 中級

[Statedef 3400]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
anim     = 3300
ctrl     = 0
sprpriority = 2

[State 170, nothitby]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, width]
type = Width
trigger1 = time = 0
edge = 50,0

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
supermovetime=30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=3300
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
supermovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
supermovetime=30
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos =-0,-82
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos = -0,-82
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = -0,-82
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos =-0,-82
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
supermovetime=30
scale = .5,.5
[State 2000, superpause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
p2defmul=1
darken=0
time = 30
sound=s3000,0


[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =34     ;fv = 
value = 0
ignorehitpause=1
[State 0, VarAdd]
type = Varset
trigger1 =time=0
v =35     ;fv = 
value = -256
ignorehitpause=1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time=[30,50]
time = 1
add = var(35),var(35),var(35)
mul = 256,256,256
sinadd = 256,256,256,50
invertall = 0
color = 256
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=[30,50] 
v =35     ;fv = 
value = 12
ignorehitpause=0





[State 1000, playsnd]
type = PlaySnd
trigger1 = time = 0
value = s20,29
channel=0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,20
channel=1

[State 1000, ]
type = Velset
trigger1 = AnimElem = 3
x = 6

[State 200, hitdef]
type = HitDef
triggerall =p2stateno!=1165
triggerall = P2Stateno != [150,155]
trigger1 = time = 0
attr = S, HT
damage = 0, 0
animtype = Hard
hitflag = M
guardflag = -1
priority = 5, miss
pausetime = 0, 0
sparkno = s4040
sparkxy = 0, -60
hitsound = -1;s1,5
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3410
p2stateno = 3420
numhits = 0
[State 800, 1]
type = HitDef
trigger1=p2stateno=1165
attr = S, HT
hitflag = MAF
priority = 1
sparkno = -1
hitsound = -1
sprpriority = 1
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 3410
p2stateno = 3420
guard.dist = 0
fall = 1
[State 1000, changestate]
type = ChangeState
trigger1 = Time = 64
value = 3405

;---------------------------------------------------------------------------
; ラストジャッジメント　停止

[Statedef 3405]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
anim     = 3305
ctrl     = 0
sprpriority = 1

[State 1000, ]
type = Velset
trigger1 = time = 0
x = 0

[State 1000, changestate]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 3410]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3310

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

[State 810, width]
type = Width
trigger1 = 1
edge = 70,0

[State -2, 残像]
type = AfterImage
trigger1 = time = 0
time = 1

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s20,25
channel=0
[State 810, 1]
type = PlaySnd
Trigger1 = AnimElemtime(8) = 0 | AnimElemtime(8) = 5
Trigger2 = AnimElemtime(8) = 10 | AnimElemtime(8) = 15
Trigger3 = AnimElemtime(8) = 20 | AnimElemtime(8) = 25
Trigger4 = AnimElemtime(8) = 30 | AnimElemtime(8) = 35
Trigger5 = AnimElemtime(8) = 40 | AnimElemtime(8) = 45
Trigger6 = AnimElemtime(8) = 50 | AnimElemtime(8) = 55
Trigger7 = AnimElemtime(8) = 60 | AnimElemtime(8) = 65
Trigger8 = AnimElemtime(8) = 70
value = s400,5


[State 0, StopSnd]
type = StopSnd
trigger1 = AnimElemtime(8) = 70
channel = -1
[State 180,]
type = VarRandom
trigger1 = 1
v = 21
range = 10,70

[State 180,]
type = VarRandom
trigger1 = 1
v = 23
range = -20,-130

[State 700, エフェクト表示]
type = Explod
Trigger1 = AnimElemtime(8) = 0 | AnimElemtime(8) = 5
Trigger2 = AnimElemtime(8) = 10 | AnimElemtime(8) = 15
Trigger3 = AnimElemtime(8) = 20 | AnimElemtime(8) = 25
Trigger4 = AnimElemtime(8) = 30 | AnimElemtime(8) = 35
Trigger5 = AnimElemtime(8) = 40 | AnimElemtime(8) = 45
Trigger6 = AnimElemtime(8) = 50 | AnimElemtime(8) = 55
Trigger7 = AnimElemtime(8) = 60 | AnimElemtime(8) = 65
Trigger8 = AnimElemtime(8) = 70
anim = 4020
postype = P1
pos = (var(21)),(var(23))
sprpriority = 15
ontop = 1
ownpal = 1

[State 700, ]
type = HitAdd
Trigger1 = AnimElemtime(8) = 0 | AnimElemtime(8) = 5
Trigger2 = AnimElemtime(8) = 10 | AnimElemtime(8) = 15
Trigger3 = AnimElemtime(8) = 20 | AnimElemtime(8) = 25
Trigger4 = AnimElemtime(8) = 30 | AnimElemtime(8) = 35
Trigger5 = AnimElemtime(8) = 40 | AnimElemtime(8) = 45
Trigger6 = AnimElemtime(8) = 50 | AnimElemtime(8) = 55
Trigger7 = AnimElemtime(8) = 60 | AnimElemtime(8) = 65
Trigger8 = AnimElemtime(8) = 70
value = 1

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 40, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 60, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 55, -70

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 55, -68

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 60, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = 60, -125

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0
pos = 58, -123

[State 810, 3]
type = TargetBind
Trigger1 = AnimTime = 0
pos = 70, 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = Time = 119
value = -350

[State 2000]
type = AssertSpecial
trigger1 = time = [41,120]
flag = NoFG
flag2 = NOBG
flag3 = invisible
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = time = [41,120]
flag = noshadow
flag2 = globalnoshadow
flag3 = timerfreeze
ignorehitpause = 1

[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3415

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 3415]
type    = S
movetype= I
physics = N
anim = 3315

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

[State 810, 1]
type = PlaySnd
Trigger1 = !Win
Trigger1 = time = 0
value = s400,10

[State 810, 1]
type = PlaySnd
Trigger1 = Win
Trigger1 = time = 0
value = s400,14

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s20,24

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

[State 2000]
type = Explod
Trigger1 = Win
trigger1 = time = 0
anim = 3325
pos = 0,0
postype = Left
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
scale = .5,.5

[State 2000]
type = AssertSpecial
Trigger1 = Win
trigger1 = 1
flag = NoMusic
flag2 = NoKOsnd
flag3 = NoBarDisplay

[State 2000]
type = AssertSpecial
Trigger1 = Win
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 820, 1]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 6
freq = 80

[State 2100,]
type = Envcolor
Trigger1 = Win
trigger1 = time = 0
time = 1
value = 255,255,255

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

[State 810, 1]
type = ChangeAnim
trigger1 = Anim = 3315
trigger1 = Win
trigger1 = AnimTime = 0
value =3316

[State 810, 1]
type = ChangeState
trigger1 = !Win
trigger1 = AnimTime = 0
value = 3416

[State 810, 1]
type = ChangeState
trigger1 = Anim = 3316
trigger1 = AnimTime = 0
value = 3418

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 3416]
type    = S
movetype= I
physics = N
anim = 3316

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



[State 810, 1]
type = ChangeState
trigger1 = !Win
trigger1 = AnimTime = 0
value = 3417


;-----------------------------------------------------------------------------
;投げ１・投げている（自分）
[Statedef 3417]
type    = S
movetype= I
physics = N
anim = 3317

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

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

;---------------------------------------------------------------------------
; 勝利ポーズ1

[Statedef 3418]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 1
velset = 0,0
anim = 3320
velset = 0,0
sprpriority = 0


[State 810, 1]
type = ChangeState
trigger1 = Win
value = 188

;---------------------------------------------------------------------------
; 勝利ポーズ2

[Statedef 3419]
type = S
ctrl = 0
anim = 3320
velset = 0,0
sprpriority = 0

[State 181, 特殊効果]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 3420]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3330

[State 820, 1]
type = SelfState
trigger1 = Enemy,Stateno != [3410,3415]
value = 5000

[State 820, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 3425

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 3425]
type    = L
movetype= H
physics = N
velset = 0,0

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

[State 820, 1]
type = Posset
Trigger1 = Time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3335

[State 820, 1]
type = SelfState
trigger1 = AnimTime = 0
value = ifelse(alive,5120,5150)

;この下、一行以上空ける事。
