;****************************************
;ヘラクレス・ラッシュLV.1
;****************************************
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -1000+(!var(22)&&var(59)=3 && (100*Life/const(data.life))<=30)*1000-(var(59)=1&&!var(21))*500
juggle = 15
anim=3000

[state 1320]
type = varset
trigger1 = time=0
var(1)=0

[State 3000]
type = varset
trigger1 = (prevstateno=[1000,2099]) && time=0 && !var(21)
trigger2 = (prevstateno=[3000,3999]) && time=0 && !var(21)
var(19)=1

[State 3500, AfterImage]
type = AfterImage
trigger1 = time=4 && (prevstateno!=[3000,3999]) && !var(56)
time = 999
length = 10
TimeGap  = 3
FrameGap = 4
palbright = 1,1,1
palContrast = 128, 128, 128
PalMul = .5,.5,.5
trans = add1

[State -2, super]
type = Helper
trigger1 = !NumHelper(7500) && Time=3
helpertype = normal
name = "super_effect"
id = 7500
facing = 1
pos = -40,-100
postype = P1
stateno = 7500+(var(59)=[3,5])*10
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1

[State 3500,NotHitby]
type = Varset
trigger1 = Time=0
fvar(11)=random%2

[State 3040,Pause]
type = Pause
trigger1 = time=4 && !fvar(11)
time = 52
movetime = 52

;強制停止時間のズレ
[State 3040,Pause]
type = Pause
trigger1 = time=4 && fvar(11)
time = 52-1
movetime = 52-1

[State 1600,NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 56

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 700, 1
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 2

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElemTime(5)>=0 && AnimElemTime(9)<0
x = 5.0

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElem=9
x = 0

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 20
trigger3 = AnimElem = 29
value = 2, 12

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 15
value = 10, 1
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 21
value = 3000, 0
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 30
value = 700, 0
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(28*fvar(7))<7,7,ceil(28*fvar(7))), ifelse(ceil(ceil(28*fvar(7))/8)<7,7,ceil(ceil(28*fvar(7))/8))
pausetime = floor(14/ifelse(var(56),2,1)),floor(13/ifelse(var(56),2,1))
sparkno = s7300+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-50
hitsound = S1,2
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = ifelse((AnimElem=3),32,27)
ground.hittime = ifelse((AnimElem=3),32,27)
air.hittime = 13
ground.velocity = 0
guard.velocity = 0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -50

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 7
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(28*fvar(7))<7,7,ceil(28*fvar(7))), ifelse(ceil(ceil(28*fvar(7))/8)<7,7,ceil(ceil(28*fvar(7))/8))
pausetime = floor(14/ifelse(var(56),2,1)),floor(13/ifelse(var(56),2,1))
sparkno = s7300+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-50
hitsound = S1,2
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime = 22
air.hittime = 13
ground.velocity = -10.65
guard.velocity = -10.65
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -50

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 15
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -80
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -80

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 21
trigger2 = AnimElem = 22
attr = C, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),ifelse((AnimElem = 21),-15,-76)
hitsound = S1,12
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = ifelse((AnimElem = 21),-15,-76)

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 30
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(56*fvar(7))<7,7,ceil(56*fvar(7))), ifelse(ceil(ceil(56*fvar(7))/8)<7,7,ceil(ceil(56*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-104
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = -5.0,-6.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -104

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 31
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(56*fvar(7))<7,7,ceil(56*fvar(7))), ifelse(ceil(ceil(56*fvar(7))/8)<7,7,ceil(ceil(56*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-16
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = -5.0,-6.0
guard.velocity = -11.0
air.velocity = -5.0,-6.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-1)<0,0,-22.0)
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -16

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=33
movetype = I

[State 200,Exit]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl=1

;-----------------------------------
;****************************************
;ヘラクレス・ラッシュLV.2
;****************************************
[Statedef 3010]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -2000
juggle = 15
anim=3010

[state 1320]
type = varset
trigger1 = time=0
var(1)=1

[State 3000]
type = varset
trigger1 = (prevstateno=[1000,2099]) && time=0 && !var(21)
trigger2 = (prevstateno=[3000,3999]) && time=0 && !var(21)
var(19)=1

[State 3500, AfterImage]
type = AfterImage
trigger1 = time=4
time = 999
length = 10
TimeGap  = 3
FrameGap = 4
palbright = 1,1,1
palContrast = 50, 50, 150
PalMul = .5,.5,.5
trans = add1

[State -2, super]
type = Helper
trigger1 = !NumHelper(7500) && Time=3
helpertype = normal
name = "super_effect"
id = 7500
facing = 1
pos = -40,-100
postype = P1
stateno = 7500+(var(59)=[3,5])*10
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1

[State 3500,NotHitby]
type = Varset
trigger1 = Time=0
fvar(11)=random%2

[State 3040,Pause]
type = Pause
trigger1 = time=4 && !fvar(11)
time = 54
movetime = 54

;強制停止時間のズレ
[State 3040,Pause]
type = Pause
trigger1 = time=4 && fvar(11)
time = 53
movetime = 53

[State 1600,NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 61

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 700, 1
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 2

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElemTime(5)>=0 && AnimElemTime(9)<0
x = 7.5

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElem=9
x = 0

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 21
trigger3 = AnimElem = 29
trigger4 = AnimElem = 34
trigger5 = AnimElem = 43
value = 2, 12

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 13
value = 10, 0
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 22
value = 10, 1
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 35
value = 3000, 0
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 44
value = 700, 0
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(35*fvar(7))<7,7,ceil(35*fvar(7))), ifelse(ceil(ceil(35*fvar(7))/8)<7,7,ceil(ceil(35*fvar(7))/8))
pausetime = floor(14/ifelse(var(56),2,1)),floor(13/ifelse(var(56),2,1))
sparkno = s7300+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-50
hitsound = S1,2
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = ifelse((AnimElem=3),32,27)
ground.hittime = ifelse((AnimElem=3),32,27)
air.hittime = 13
ground.velocity = 0
guard.velocity = 0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -50

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 7
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(35*fvar(7))<7,7,ceil(35*fvar(7))), ifelse(ceil(ceil(35*fvar(7))/8)<7,7,ceil(ceil(35*fvar(7))/8))
pausetime = floor(14/ifelse(var(56),2,1)),floor(13/ifelse(var(56),2,1))
sparkno = s7300+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-50
hitsound = S1,2
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 21
ground.hittime = 21
air.hittime = 13
ground.velocity = -10.65
guard.velocity = -10.65
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -50

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 13
trigger2 = AnimElem = 22
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),ifelse((AnimElem=13),-28,-78)
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = ifelse((AnimElem=13),-28,-78)

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 30
attr = C, HA
hitflag = MAF
guardflag = L
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -2
hitsound = S1,12
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -2

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 35
trigger2 = AnimElem = 36
attr = C, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),ifelse((AnimElem = 35),-15,-76)
hitsound = S1,12
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = ifelse((AnimElem = 35),-15,-76)

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 44
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(70*fvar(7))<7,7,ceil(70*fvar(7))), ifelse(ceil(ceil(70*fvar(7))/8)<7,7,ceil(ceil(70*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-104
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = -5.0,-6.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -104

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 45
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(70*fvar(7))<7,7,ceil(70*fvar(7))), ifelse(ceil(ceil(70*fvar(7))/8)<7,7,ceil(ceil(70*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-16
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = -5.0,-6.0
guard.velocity = -11.0
air.velocity = -5.0,-6.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-1)<0,0,-22.0)
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -16

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=27
statetype=C
physics = C

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=42
statetype=S
physics = S

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=47
movetype = I

[State 200,Exit]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl=1

;----------------------------------------
;----------------------------------------
;****************************************
;ヘラクレス・ラッシュLV.3
;****************************************
[Statedef 3020]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = ifelse(var(59)!=4,-3000,-1000)
juggle = 15
anim=3020

[state 1320]
type = varset
trigger1 = time=0
var(1)=2

[State 3000]
type = varset
trigger1 = (prevstateno=[1000,2099]) && time=0 && !var(21)
trigger2 = (prevstateno=[3000,3999]) && time=0 && !var(21)
var(19)=1

[State 3500, AfterImage]
type = AfterImage
trigger1 = time=4 && (prevstateno!=[3000,3999]) && !var(56)
time = 999
length = 10
TimeGap  = 3
FrameGap = 4
palbright = 1,1,1
palContrast = 150, 50, 50
PalMul = .5,.5,.5
trans = add1

[State -2, super]
type = Helper
trigger1 = !NumHelper(7500) && Time=3
helpertype = normal
name = "super_effect"
id = 7500
facing = 1
pos = -40,-100
postype = P1
stateno = 7500+(var(59)=[3,5])*10
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1

[State 3500,NotHitby]
type = Varset
trigger1 = Time=0
fvar(11)=random%2

[State 3040,Pause]
type = Pause
trigger1 = time=4 && !fvar(11)
time = 56
movetime = 56

;強制停止時間のズレ
[State 3040,Pause]
type = Pause
trigger1 = time=4 && fvar(11)
time = 55
movetime = 55

[State 1600,NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 68

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 700, 1
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 2

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElemTime(5)>=0 && AnimElemTime(9)<0
x = 10.0

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElem=9
x = 0

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 23
trigger3 = AnimElem = 30
trigger4 = AnimElem = 39
trigger5 = AnimElem = 47
trigger6 = AnimElem = 52
trigger7 = AnimElem = 61
value = 2, 12

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1300, 0
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 24
value = 3000, 0
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 31
value = 10, 0
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 40
value = 10, 1
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 53
value = 3000, 0
channel = 1

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 62
value = 700, 0
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(35*fvar(7))<7,7,ceil(35*fvar(7))), ifelse(ceil(ceil(35*fvar(7))/8)<7,7,ceil(ceil(35*fvar(7))/8))
pausetime = floor(14/ifelse(var(56),2,1)),floor(13/ifelse(var(56),2,1))
sparkno = s7300+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-50
hitsound = S1,2
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = ifelse((AnimElem=3),32,27)
ground.hittime = ifelse((AnimElem=3),32,27)
air.hittime = 13
ground.velocity = 0
guard.velocity = 0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -50

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 7
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(35*fvar(7))<7,7,ceil(35*fvar(7))), ifelse(ceil(ceil(35*fvar(7))/8)<7,7,ceil(ceil(35*fvar(7))/8))
pausetime = floor(14/ifelse(var(56),2,1)),floor(13/ifelse(var(56),2,1))
sparkno = s7300+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-50
hitsound = S1,2
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 21
ground.hittime = 21
air.hittime = 13
ground.velocity = -10.65
guard.velocity = -10.65
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -50

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 15
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -100
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -100

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 24
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-70
hitsound = S1,12
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -70

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 31
trigger2 = AnimElem = 40
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), ifelse((AnimElem=31),-28,-78)
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = ifelse((AnimElem=31),-28,-78)

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 48
attr = C, HA
hitflag = MAF
guardflag = L
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -2
hitsound = S1,12
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -2

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 53
trigger2 = AnimElem = 54
attr = C, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))), ifelse(ceil(ceil(21*fvar(7))/8)<7,7,ceil(ceil(21*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),ifelse((AnimElem = 53),-15,-76)
hitsound = S1,12
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-11.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = ifelse((AnimElem = 53),-15,-76)

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 62
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(70*fvar(7))<7,7,ceil(70*fvar(7))), ifelse(ceil(ceil(70*fvar(7))/8)<7,7,ceil(ceil(70*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),ifelse((AnimElem = 62),-104,-16)
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = 0;-5.0,-6.0
guard.velocity = 0;-11.0
air.velocity = -5.0,-6.0
yaccel = .5
;fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -104

[State 1010, 1]
type = Hitdef
triggerall = var(18)<2||var(56)
trigger1 = AnimElem = 63
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(84*fvar(7))<7,7,ceil(84*fvar(7))), ifelse(ceil(ceil(84*fvar(7))/8)<7,7,ceil(ceil(84*fvar(7))/8))
pausetime = floor(10/ifelse(var(56),2,1)),floor(9/ifelse(var(56),2,1))
sparkno = s7310+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),ifelse((AnimElem = 62),-104,-16)
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 13
ground.velocity = -5.0,-6.0
guard.velocity = -11.0
air.velocity = -5.0,-6.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-1)<0,0,-22.0)
getpower = 0*var(5),0*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = ifelse(fvar(1)=21,176,ifelse((fvar(1)=[11,12]),64,ifelse(fvar(1),60,255)))
palfx.mul = ifelse(fvar(1)=21,128,ifelse((fvar(1)=[11,12]),90,128)),ifelse((fvar(1)=[11,12]),50,128),ifelse(fvar(1)=21,184,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),192,128)))
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,20-(var(21)>0)*4),ifelse(var(14),10,0))
palfx.add = ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),100,ifelse(fvar(1),104,255))),ifelse(fvar(1)=21,200,ifelse((fvar(1)=[11,12]),40,ifelse(fvar(1),104,255))),ifelse((fvar(1)=[11,12]),50,ifelse(fvar(1)&&fvar(1)!=21,172,255))

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -16

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=49
statetype=C
physics = C

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=60
statetype=S
physics = S

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=65
movetype = I

[State 200,Exit]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl=1

;****************************************
;ギガス・ドライバーLV.1
;****************************************
[Statedef 3100]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -1000+(!var(22)&&var(59)=3 && (100*Life/const(data.life))<=30)*1000-(var(59)=1&&!var(21))*500
juggle = 15
anim=3100

[state 1320]
type = varset
trigger1 = time=0
var(1)=0

[State 3000]
type = varset
trigger1 = (prevstateno=[1000,2099]) && time=0 && !var(21)
trigger2 = (prevstateno=[3000,3999]) && time=0 && !var(21)
var(19)=1

[State 3500, AfterImage]
type = AfterImage
trigger1 = time=4 && (prevstateno!=[3000,3999]) && !var(56)
time = 999
length = 10
TimeGap  = 3
FrameGap = 4
palbright = 1,1,1
palContrast = 128, 128, 128
PalMul = .5,.5,.5
trans = add1

[State -2, super]
type = Helper
trigger1 = !NumHelper(7500) && Time=3
helpertype = normal
name = "super_effect"
id = 7500
facing = 1
pos = 33,-61
postype = P1
stateno = 7500+(var(59)=[3,5])*10
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1

[State 3040,Pause]
type = Pause
trigger1 = time=4
time = 50
movetime = 50

[State 1600,NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 56

[state 1320]
type = varset
trigger1 = time=0
var(2)=0

[state 1320]
type = varset
trigger1 = time=4 && P2stateno=40
var(2)=1

[State 800, 1]
type = HitDef
triggerall = P2MoveType!=H && !var(56)
triggerall = P2StateNo!=[150,155]
triggerall = !var(2)
triggerall = AnimElem = 2
trigger1 = P2dist X<=96
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3151
p2stateno = 3156
guard.dist = 0
numhits = 0
getpower = 0*var(5)
givepower = 2*var(6)

[State 800, 1]
type = HitDef
triggerall = var(56)
triggerall = P2StateNo!=[150,155]
triggerall = !var(2)
triggerall = AnimElem = 2
trigger1 = P2dist X<=96
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3151
p2stateno = 3156
guard.dist = 0
numhits = 0
getpower = 0*var(5)
givepower = 2*var(6)

[state 1350]
type = StatetypeSet
trigger1 = AnimElem=3
movetype = I

[state 1350]
type = PlaySnd
trigger1 = AnimElem=4
value = 5000,1
channel = 1

[State 1152,1]
type = varset
trigger1 = Time=0
var(45) = 0

[state 1350]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1

;ギガス・ドライバー動作
[Statedef 3151]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse(prevstateno=3152,1351,3151)

[State 1000,PlaySnd]
type = targetstate
trigger1 = time=0 && target,stateno!=1356 && target,stateno!=3156
value = ifelse(prevstateno=3152,1356,3156)

[State 801, Voice]
type = PlaySnd
trigger1 = time=0
value = 800, 1

[State 801, Effect]
type = PlaySnd
trigger1 = AnimElem=1
value = 1300, 0
channel = 1

[State 801, Width 1]
type = Width
trigger1 = time=0
edge = 60,0

[State 1000,PlaySnd]
type = targetbind
trigger1 = AnimElem=1
pos = 60,0

[State 1000,PlaySnd]
type = targetbind
trigger1 = AnimElemTime(2)>=0 && AnimElemTime(3)<0
trigger2 = time%12=4 && time>15
pos = 6,-72

[State 1000,PlaySnd]
type = targetbind
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(4)<0
trigger2 = AnimElem=5
pos = -7,-72

[State 1000,PlaySnd]
type = targetbind
trigger1 = AnimElemTime(4)>=0 && AnimElemTime(5)<0
pos = -31,-72

[State 1000,PlaySnd]
type = SprPriority
trigger1 = AnimElem=5,=0
value = -1

[State 1000,PlaySnd]
type = SprPriority
trigger1 = AnimElem=2,=0
trigger2 = time%12=4 && time>15
value = 1

[State 1000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2,=1
value = 2,4

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem =2
y = -7.5-var(45)*1.5

[State 1100, VelAdd]
type = VelAdd
trigger1 = AnimElem =2,>=0
y = ifelse(vel Y>=0,2.25,.75)*.55

[State 1100]
type = ChangeState
trigger1 = Vel Y>0 && Pos Y>=0
value = 3152

;ギガス・ドライバー叩きつけ
[Statedef 3152]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1352

[State 1000,PlaySnd]
type = SprPriority
trigger1 = Time=0
value = 1

[State 1000,PlaySnd]
type = targetbind
trigger1 = AnimElem=1
pos = 25,0

[State 801, Hurt 11]
type = HitAdd
trigger1 = AnimElem=1
value = 1

[State 801, Hurt 11]
type = varAdd
trigger1 = AnimElem=1
var(16) = 1

[State 1000,PlaySnd]
type = targetLifeAdd
trigger1 = AnimElem=1
value = -ceil(ifelse(var(45)=3,119,ifelse(var(45)=2,112+(var(1)<=1)*7,ifelse(var(45)=1,105,98)))*fvar(7))
kill = ifelse(var(1)=2,var(45)=3,ifelse(var(1)=1,var(45)=2,var(45)=2))

[State 1000,PlaySnd]
type = EnvShake
trigger1 = AnimElem=1
time = 15
ampl = 4

[State 1000,PlaySnd]
type = PlaySND
trigger1 = AnimElem=1
value = 1,4

[State 1000,PlaySnd]
type = PlaySND
trigger1 = AnimElem=1
value = 5100,0

[State 1000,PlaySnd]
type = PlaySND
trigger1 = AnimElem=1
value = 1,20

[State 100, Explod]
type = Explod
trigger1 = AnimElem=1
Anim = 7910
pos = 25, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
sprpriority = -2
scale = 1,1

[State 100, Explod]
type = Explod
trigger1 = AnimElem=1
Anim = 7930
pos = 25, 10
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
sprpriority = -2
scale = .5,.5

[State 1000,PlaySnd]
type = targetstate
trigger1 = AnimElem=1
value = 3157

[State 1351]
type = PosSet
trigger1 = time=0
y = 0

[State 100, Explod]
type = Explod
trigger1 = time=0
Anim = 7910
pos = 0, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
sprpriority = -2
scale = .5,.5

[State 1152,1]
type = PosSet
trigger1 = Time=0
y = 0

[State 1152,1]
type = varadd
trigger1 = AnimTime=0
var(45) = ifelse(var(1)=2,1,ifelse(var(1)=1,ifelse(var(45)=2,2,1),2))

[state 1000,exit]
type = ChangeState
trigger1 = AnimTime=0
value = 3153-ifelse(var(1)=2,var(45)<4,ifelse(var(1)=1,var(45)<3,var(45)=2))*2

;ギガス・ドライバージャンプ
[Statedef 3153]
type = A
movetype = I
physics = N
ctrl = 0
velset = -2,-6
anim = 1353

[State 803, 1]
type = VelAdd
Trigger1 = 1
y = .55

[state 1000,exit]
type = ChangeState
trigger1 = Vel Y>0 && Pos Y>=0
value = 3154

;ギガス・ドライバー着地(Land)
[Statedef 3154]
type = S
Movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 1354

[State 1351]
type = PosSet
trigger1 = time=0
y = 0

[State 100, Explod]
type = Explod
trigger1 = time=0
Anim = 7910
pos = 0, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
sprpriority = -2
scale = .5,.5

[State 1152,1]
type = PosSet
trigger1 = Time=0
y = 0

[State 1152, 2]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[state 1000,exit]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手
[Statedef 3156]
type    = A
movetype= H
physics = N
velset = 0,0

[State 802, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3156

[State 802, 1]
type = ScreenBound
Trigger1 = 1
value = 1
;---------------------------------------------------------------------------
;相手叩きつけ
[Statedef 3157]
type    = A
movetype= H
physics = N
velset = 0,0

[State 802, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1357

[State 803, 2]
type = ChangeState
Trigger1 = time=12
value = 3158
;---------------------------------------------------------------------------
;相手吹き飛び
[Statedef 3158]
type    = A
movetype= H
physics = N
velset = -4,-7

[state 1357]
type = PosSet
trigger1 = time=0
y = 0

[State 802, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1358

[State 803, 1]
type = VelAdd
Trigger1 = 1
y = .5

[State 803, 1]
type = VelSet
Trigger1 = Vel Y>0 && Pos Y>=0
x = -2.0

[State 803, 2]
type = SelfState
Trigger1 = Vel Y>0 && Pos Y>=0
value = 5100

;-----------------------------------
;****************************************
;ギガス・ドライバーLV.2
;****************************************
[Statedef 3110]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = -2000
juggle = 15
anim=3100

[state 1320]
type = varset
trigger1 = time=0
var(1)=1

[State 3000]
type = varset
trigger1 = (prevstateno=[1000,2099]) && time=0 && !var(21)
trigger2 = (prevstateno=[3000,3999]) && time=0 && !var(21)
var(19)=1

[State 3500, AfterImage]
type = AfterImage
trigger1 = time=4
time = 999
length = 10
TimeGap  = 3
FrameGap = 4
palbright = 1,1,1
palContrast = 50, 50, 150
PalMul = .5,.5,.5
trans = add1

[State -2, super]
type = Helper
trigger1 = !NumHelper(7500) && Time=3
helpertype = normal
name = "super_effect"
id = 7500
facing = 1
pos = 33,-61
postype = P1
stateno = 7500+(var(59)=[3,5])*10
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1

[State 3040,Pause]
type = Pause
trigger1 = time=4
time = 50
movetime = 50

[State 1600,NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 61

[state 1320]
type = varset
trigger1 = time=0
var(2)=0

[state 1320]
type = varset
trigger1 = time=4 && P2stateno=40
var(2)=1

[State 800, 1]
type = HitDef
triggerall = P2MoveType!=H && !var(56)
triggerall = P2StateNo!=[150,155]
triggerall = !var(2)
triggerall = AnimElem = 2
trigger1 = P2dist X<=96
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3151
p2stateno = 3156
guard.dist = 0
numhits = 0
getpower = 0*var(5)
givepower = 2*var(6)

[State 800, 1]
type = HitDef
triggerall = var(56)
triggerall = P2StateNo!=[150,155]
triggerall = !var(2)
triggerall = AnimElem = 2
trigger1 = P2dist X<=96
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3151
p2stateno = 3156
guard.dist = 0
numhits = 0
getpower = 0*var(5)
givepower = 2*var(6)

[state 1350]
type = StatetypeSet
trigger1 = AnimElem=3
movetype = I

[state 1350]
type = PlaySND
trigger1 = AnimElem=4
value = 5000,1
channel = 1

[State 1152,1]
type = varset
trigger1 = Time=0
var(45) = 0

[state 1350]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1

;----------------------------------------
;----------------------------------------
;****************************************
;ギガス・ドライバーLV.3
;****************************************
[Statedef 3120]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = ifelse(var(59)!=4,-3000,-1000)
juggle = 15
anim=3100

[state 1320]
type = varset
trigger1 = time=0
var(1)=2

[State 3000]
type = varset
trigger1 = (prevstateno=[1000,2099]) && time=0 && !var(21)
trigger2 = (prevstateno=[3000,3999]) && time=0 && !var(21)
var(19)=1

[State 3500, AfterImage]
type = AfterImage
trigger1 = time=4 && (prevstateno!=[3000,3999]) && !var(56)
time = 999
length = 10
TimeGap  = 3
FrameGap = 4
palbright = 1,1,1
palContrast = 150, 50, 50
PalMul = .5,.5,.5
trans = add1

[State -2, super]
type = Helper
trigger1 = !NumHelper(7500) && Time=3
helpertype = normal
name = "super_effect"
id = 7500
facing = 1
pos = 33,-61
postype = P1
stateno = 7500+(var(59)=[3,5])*10
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1

[State 3040,Pause]
type = Pause
trigger1 = time=4
time = 50
movetime = 50

[State 1600,NotHitBy]
type = NotHitBy
trigger1 = time=0
value = SCA
time = 68

[state 1320]
type = varset
trigger1 = time=0
var(2)=0

[state 1320]
type = varset
trigger1 = time=4 && P2stateno=40
var(2)=1

[State 800, 1]
type = HitDef
triggerall = P2MoveType!=H && !var(56)
triggerall = P2StateNo!=[150,155]
triggerall = !var(2)
triggerall = AnimElem = 2
trigger1 = P2dist X<=96
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3151
p2stateno = 3156
guard.dist = 0
numhits = 0
getpower = 0*var(5)
givepower = 2*var(6)

[State 800, 1]
type = HitDef
triggerall = var(56)
triggerall = P2StateNo!=[150,155]
triggerall = !var(2)
triggerall = AnimElem = 2
trigger1 = P2dist X<=96
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3151
p2stateno = 3156
guard.dist = 0
numhits = 0
getpower = 0*var(5)
givepower = 2*var(6)

[state 1350]
type = StatetypeSet
trigger1 = AnimElem=3
movetype = I

[state 1350]
type = PlaySND
trigger1 = AnimElem=4
value = 5000,1
channel = 1

[State 1152,1]
type = varset
trigger1 = Time=0
var(45) = 0

[state 1350]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1
