
;相手側吹き飛び用
;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 840]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1000, 0]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 841

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 841]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 845 ;HITA_RECOV

[State 5030, 4]
type = SelfState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 842 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 842]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 845 ;HITA_RECOV

[State 5035, 4]
type = SelfState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL
;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 845]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = SelfState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = null;CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 4]
type = NotHitBy
trigger1 = HitOver
value = SCA,AA

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
;==========相手用==============
;気絶
[Statedef 15300]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 5300

[State 5910,Exit]
type = SelfState
trigger1 = time>=144
value = 0
ctrl = 1

;気絶
[Statedef 15310]
type = A
movetype = H
physics = N
ctrl = 0
anim = ifelse(GetHitVar(animtype)<3,5051,5047 + GetHitVar(animtype))

[State 5310]
type = ChangeAnim
trigger1 = !hitshakeover
value = Anim

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5310]
type = VelSet
trigger1 = hitshakeover
x = ifelse(gethitvar(yvel)<0,gethitvar(xvel)*ifelse(facing=-1,-1,1),-5*ifelse(P2Dist X<=0,-1,1))
y = ifelse(gethitvar(yvel)<0,gethitvar(yvel),-6)
persistent=0

[State 5300]
type = NotHitby
trigger1 = 1
value = SCA

[State 5300]
type = VelAdd
trigger1 = hitshakeover
y = const(movement.yaccel)

[State 5300]
type = SelfState
trigger1 = Time=1 && ((authorname="rei"||authorname="gal129")&&fvar(39)=1)
value = 5310

[State 5300]
type = ChangeState
trigger1 = Vel Y>0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 15320

;気絶
[Statedef 15320]
type = L
movetype = H
physics = S
ctrl = 0
velset = 0,0
anim = 5100

[State 5300]
type = PosSet
trigger1 = Time=0
y = 0

;叩きつけ
[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time=0 && (authorname="rei"||authorname="gal129")
value = 5100,0

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 0 && !(authorname="rei"||authorname="gal129")
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[state 816]
type = EnvShake
trigger1 = Time=0
time = 8
ampl = 4

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0 && prevstateno!=5120
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5300]
type = ChangeState
trigger1 = AnimTime=0
value = 15330

;---------------------------------------------------------------------------
; 気絶（バウンド）
;Dizzy : HIT_BOUNCE (bounce into air)
[Statedef 15330]
type    = L
movetype = H
physics = N

[State 5300]
type = NotHitby
trigger1 = 1
value = SCA

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 5101, 3]
type = VelSet
trigger1 = Time = 0
x = -2.0*ifelse(P2Dist X<=0,-1,1)
y = -4.0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 15340

;気絶
[Statedef 15340]
type = L
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 5170

[State 1000, 0]
type = HitFallSet
trigger1 = anim=5120 && AnimTime=0
value = 1

;叩きつけ
[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time=0 && (authorname="rei"||authorname="gal129") && fvar(39)=1
value = 5100,1

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 0 && !((authorname="rei"||authorname="gal129") && fvar(39)=1)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0 && prevstateno!=5120
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5300]
type = NotHitby
trigger1 = 1
value = SCA

[State 5300]
type = ChangeAnim
trigger1 = anim=5170 && animTime=0
value = 5120

[State 5300]
type = PosSet
trigger1 = Time=0
y = 0

[State 5300]
type = ChangeState
trigger1 = anim=5120 && AnimTime=0
value = 15300

;---------------------------------------------------------------------------
;気絶音
[Statedef 15390]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 8050

[State 1000, Spark]
type = Explod
trigger1 = enemynear,hitshakeover
Anim = 7950+(enemynear,facing=-1)*5
id = 7950
pos = 0, enemynear,const(size.head.pos.y)-5
postype = p2
sprpriority = 5
ownpal = 1
bindtime = -1
removetime=-1
ignorehitpause = 1
scale = .5,.5
facing=ifelse(enemynear,facing=-1,-1,1)
persistent=0

[State 1000, Spark]
type = Explod
trigger1 = enemynear,hitshakeover
Anim = 7951+(enemynear,facing=-1)*5
id = 7950
pos = 0, enemynear,const(size.head.pos.y)-5
postype = p2
sprpriority = -5
ownpal = 1
bindtime = -1
removetime=-1
ignorehitpause = 1
facing=ifelse(enemynear,facing=-1,-1,1)
scale = .5,.5
persistent=0

[State -2]
type = PlaySnd
trigger1 = P2stateno=15320 && !(authorname="rei"||authorname="gal129")
value = 5100,0
persistent=0

[State -2]
type = PlaySnd
trigger1 = P2stateno=15340 && !(authorname="rei"||authorname="gal129")
value = 5100,1
persistent=0

[State -3,Varset]
type = varSet
trigger1 = time=0
var(8)=ifelse(enemynear,authorname="Warusaki3"&&enemynear,fvar(39)=1,enemynear,var(20),ifelse(enemynear,authorname="H”",enemynear,var(30),ifelse((enemynear,authorname="rei"||enemynear,authorname="gal129"),enemynear,var(59),3)))

;気絶耐久値増加
[State 3001, Super]
type = parentvaradd
trigger1 = time=0 && (root,fvar(25)-floor(root,fvar(25)))<.997
fvar(25) = .003

[State -2]
type = PlaySnd
trigger1 = P2stateno=15300 && (var(8)<=2||var(8)=6)
value = 5300,0
persistent=35
channel = 9

[State -2]
type = PlaySnd
trigger1 = P2stateno=15300 && (var(8)=[3,5])
value = 5300,1
persistent=0

[State 1000, Spark]
type = RemoveExplod
trigger1 = P2stateno!=[15300,15340]
id = 7950

[State 5300,PlaySnd]
type = StopSnd
trigger1 = P2stateno!=[15300,15340]
channel = 9

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = P2stateno!=[15300,15340]

;---------------------------------------------------------------------------
;気絶ヒット数
[Statedef 15395]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 8050

[State 4110, DestroySelf]
type = varset
trigger1 = Time=0
var(16) = root,var(16)

[State 4110, DestroySelf]
type = parentvarset
trigger1 = 1
var(16) = var(16)
ignorehitpause=1

[State 4110, DestroySelf]
type = parentvaradd
trigger1 = root,movehit=1
var(16) = 1
ignorehitpause=1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = (P2stateno!=[15300,15340]) && !((P2stateno=[5300,5350])&&(enemynear,authorname="rei"||enemynear,authorname="gal129")&&enemynear,fvar(39)=1)
ignorehitpause=1

;|||||||||||||||||||||||
;相手側ガードクラッシュ
;|||||||||||||||||||||||
;---------------------------------------------------------------------------
;相手側ガードクラッシュ（立ち）
[Statedef 15910]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0

[state 15910]
type = ChangeAnim
trigger1 = time=0
value = 5002

[state 15910]
type = ChangeAnim
trigger1 = time>0&&animtime=-1&(anim=[5000,5029])
value = anim
elem = AnimElemNo(0)

[state 15910]
type = ChangeAnim
trigger1 = time=37
value = 5007

[state 15910]
type = ChangeAnim
trigger1 = time=0
trigger1 = SelfAnimExist(5910)
value = 5910

[state 15910]
type = ChangeAnim
trigger1 = time=37
trigger1 = SelfAnimExist(5911)
value = 5911

[state 831]
type = PlaySND
trigger1 = time=0&&(authorname="rei"||authorname="gal129")&&fvar(39)=1
value = 5910,1
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="rei"&&name="cvsbalrog"
value = 5000,2
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="rei"&&name="cvsurien"
value = 5950,0
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="warusaki3"&&fvar(39)=1
value = 5940,0
channel = 1

[state 15910]
type = SelfState
trigger1 = time=48
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手側ガードクラッシュ（立ち開始）
[Statedef 15915]
type = S
movetype=I
physics = N
ctrl = 0
velset = 0,0
anim = 150

[state 15910]
type = SelfState
trigger1 = (authorname="rei"||authorname="gal129")&&fvar(39)=1
value = 5910

[state 15910]
type = ChangeState
trigger1 = !enemynear,hitpausetime
value = 15910
;---------------------------------------------------------------------------
;相手側ガードクラッシュ（屈）
[Statedef 15920]
type    = C
movetype = I
physics = N
ctrl = 0
velset = 0,0

[state 15910]
type = PosSet
trigger1 = time=0
y = 0

[state 15910]
type = ChangeAnim
trigger1 = time=0
value = 5022

[state 15910]
type = ChangeAnim
trigger1 = time>0&&animtime=-1&(anim=[5000,5029])
value = anim
elem = AnimElemNo(0)

[state 15910]
type = ChangeAnim
trigger1 = time=37
value = 5027

[state 15910]
type = ChangeAnim
trigger1 = time=0
trigger1 = SelfAnimExist(5920)
value = 5920

[state 15910]
type = ChangeAnim
trigger1 = time=37
trigger1 = SelfAnimExist(5921)
value = 5921

[state 831]
type = PlaySND
trigger1 = time=0&&(authorname="rei"||authorname="gal129")&&fvar(39)=1&&prevstateno!=15930
value = 5910,1
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="rei"&&name="cvsbalrog"&&prevstateno!=15930
value = 5000,2
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="rei"&&name="cvsurien"&&prevstateno!=15930
value = 5950,0
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="warusaki3"&&fvar(39)=1&&prevstateno!=15930
value = 5940,0
channel = 1

[state 15910]
type = SelfState
trigger1 = time=48
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;相手側ガードクラッシュ（屈開始）
[Statedef 15925]
type    = C
movetype = H
physics = N
ctrl = 0
velset = 0,0
anim = 151

[state 15910]
type = SelfState
trigger1 = (authorname="rei"||authorname="gal129")&&fvar(39)=1
value = 5920

[state 15910]
type = ChangeState
trigger1 = !enemynear,hitpausetime
value = 15920
;---------------------------------------------------------------------------
;相手側ガードクラッシュ（空中）
[Statedef 15930]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0

[state 15910]
type = ChangeAnim
trigger1 = time=0
value = 5002

[state 15910]
type = ChangeAnim
trigger1 = time>0&&animtime=-1&(anim=[5000,5029])
value = anim
elem = AnimElemNo(0)

[state 15910]
type = ChangeAnim
trigger1 = time=0
trigger1 = SelfAnimExist(5930)
value = 5930

[state 831]
type = PlaySND
trigger1 = time=0&&(authorname="rei"||authorname="gal129")&&fvar(39)=1
value = 5910,1
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="rei"&&name="cvsbalrog"
value = 5000,2
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="rei"&&name="cvsurien"
value = 5950,0
channel = 1

[state 831]
type = PlaySND
trigger1 = time=0&&authorname="warusaki3"&&fvar(39)=1
value = 5940,0
channel = 1

[state 15910]
type = VelAdd
trigger1 = 1
y = .5

[state 15910]
type = ChangeState
trigger1 = time>0 && vel Y>0 && Pos Y>=0
value = 15920

;---------------------------------------------------------------------------
;相手側ガードクラッシュ（空中開始）
[Statedef 15935]
type    = A
movetype = H
physics = N
ctrl = 0
velset = 0,0
anim = 152

[state 15910]
type = SelfState
trigger1 = (authorname="rei"||authorname="gal129")&&fvar(39)=1
value = 5930

[state 15910]
type = ChangeState
trigger1 = !enemynear,hitpausetime
value = 15930
;---------------------------------------------------------------------------
;自分側ガードクラッシュ用（相手側のヒットバック無効化）
[Statedef 15940]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 15920

[state 15940]
type = NotHitBy
trigger1 = 1
value = SCA

[state 15940]
type = PlayerPush
trigger1 = 1
value = 1

[state 15940]
type = PosSet
trigger1 = time=0
x = floor(enemynear,pos x)

[state 15940]
type = PosAdd
trigger1 = time=0
x = -enemynear,const(size.ground.back)-const(size.ground.front)

[state 15940]
type = VelSet
trigger1 = var(2)
x = ifelse(ifelse(facing=-1,enemynear,screenpos x<var(1),enemynear,screenpos x>var(1)),0,abs(enemynear,pos x-var(0)))

[state 15940]
type = varset
trigger1 = 1
var(0) = floor(enemynear,pos x)

[state 15940]
type = varset
trigger1 = 1
var(1) = floor(enemynear,screenpos x)

[state 15940]
type = varadd
trigger1 = var(2)
var(2) = 1

[state 15940]
type = varset
trigger1 = !enemynear,hitpausetime&&!var(2)
var(2) = 1

[state 15940]
type = PosAdd
trigger1 = var(2)=1
x = 8
persistent=0

[state 15940]
type = PosAdd
trigger1 = var(2)=10
x = 10

[state 15940]
type = destroyself
trigger1 = var(2)>10
trigger2 = var(2)&&enemynear,hitpausetime
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

;---------------------------------------------------------------------------
;コモンステート
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"&&!fvar(38)
trigger2 = statetype = S && fvar(33) && fvar(38)
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"&&!fvar(38)
trigger2 = statetype = C && fvar(33) && P2statetype=A && enemynear,vel Y>0 && fvar(38)
statetype = S
physics = S

[State 131, Lo to Hi]
type = CtrlSet
trigger1 = fvar(38)
value = 0

[State 131, Lo to Hi]
type = CtrlSet
trigger1 = time>=(16+(random%5))&&fvar(38)
value = 1

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback" && (statetype!=A ||(statetype=A && P2Dist X>=0))&&!fvar(38)
trigger2 = !inguarddist
trigger3 = command != "holdfwd" && P2Dist X<0 && Statetype=A&&!fvar(38)
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown" && !fvar(38)
trigger2 = P2statetype!=A&&fvar(38)
value = 131

[State 131, Lo to Hi]
type = CtrlSet
trigger1 = fvar(38)
value = 0

[State 131, Lo to Hi]
type = CtrlSet
trigger1 = time>=(16+(random%5))&&fvar(38)
value = 1

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"&&!fvar(38)
trigger2 = !inguarddist
trigger3 = fvar(38) && (((enemynear,HitDefAttr=SCA,HT)&&enemynear,time>40)||((enemynear,hitdefattr=SCA,ST)&&enemynear,time>24))
trigger3 = enemynear,name!="cvsiori" && enemynear,name!="cvsryo" && enemynear,name!="cvskim" && Abs(P2bodydist X)<120
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown" && !fvar(38)
trigger2 = P2statetype=A&&enemynear,vel Y>0&&fvar(38)
value = 130

[State 131, Lo to Hi]
type = CtrlSet
trigger1 = fvar(38)
value = 0

[State 131, Lo to Hi]
type = CtrlSet
trigger1 = time>=(16+(random%5))&&fvar(38)
value = 1

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"&&!fvar(38)
trigger2 = !inguarddist
trigger3 = fvar(38) && (((enemynear,HitDefAttr=SCA,HT)&&enemynear,time>40)||((enemynear,hitdefattr=SCA,ST)&&enemynear,time>24))
trigger3 = enemynear,name!="cvsiori" && enemynear,name!="cvsryo" && enemynear,name!="cvskim" && Abs(P2bodydist X)<120
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback" && P2Dist X>=0
trigger2 = !inguarddist
trigger3 = command != "holdfwd" && P2Dist X<0 && Statetype=A
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown" && !fvar(38)
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown" && !fvar(38)
statetype = S
physics = S

[State 140, 5] ;Implemented within engine
type = ChangeState
trigger1 = fvar(38) && (((enemynear,HitDefAttr=SCA,HT)&&enemynear,time>40)||((enemynear,hitdefattr=SCA,ST)&&enemynear,time>24&&random%6=0))
trigger1 = enemynear,name!="cvsiori" && enemynear,name!="cvsryo" && enemynear,name!="cvskim" && Abs(P2bodydist X)<120
value = 40

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*((command = "holddown" && command = "holdback" && !fvar(38)&&!var(11))||fvar(38))

[State 151, Hi to Lo]
type = null;StateTypeSet
trigger1 = statetype = S && command = "holddown" && !var(11) && !fvar(38)
trigger2 = Statetype = S  && !var(11) && fvar(38) && P2statetype!=A
statetype = C
physics = C

[State 151, Lo to Hi]
type = null;StateTypeSet
trigger1 = statetype = C && command != "holddown" && !var(11) && !fvar(38)
trigger2 = Statetype = C && !var(11) && fvar(38) && P2statetype=A
statetype = S
physics = S

[State 5300,Pause]
type = null;Pause
trigger1 = Time=0 && var(49)=1; && (enemynear,HitDefAttr=SCA,AA)
time = 2+(enemynear,numproj>0)*6
movetime = 2+(enemynear,numproj>0)*6

[State 5300,Pause]
type = Pause
trigger1 = Time=1 && var(11) && !(enemy,numproj=0 && fvar(10)>0)
time = 5+(fvar(10)>0)*9;9-(enemynear,HitDefAttr=SCA,AA)*4
movetime = 5+(fvar(10)>0)*9;9-(enemynear,HitDefAttr=SCA,AA)*4
ignorehitpause=1
persistent=0

[State -2,JustDefence]
type = LifeSet
trigger1 = Life<var(38) && var(11)
value = var(38)+7+floor(var(20)/14)*7
ignorehitpause = 1

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3
;-----------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 152, 3]
type = ChangeState
trigger1 = time>0 && command = "holddown" && command = "holdback" && !fvar(38) && !var(11)
trigger2 = time>0 && !var(11) && fvar(38) && P2statetype!=A
value = 153

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0 && !var(11) && prevstateno!=153
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
trigger3 = var(11)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = null;StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = null;StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = ifelse(var(11),ifelse(fvar(10)>0&&enemy,numproj=0,var(11)<=0,var(11)<=5),HitOver)
value = 140
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 153 - 2*((command = "holdback" && command!="holddown" && var(11) && !fvar(38)))

[State 151, Hi to Lo]
type = null;StateTypeSet
trigger1 = statetype = S && command = "holddown" && !var(11) && !fvar(38)
trigger2 = Statetype = S  && !var(11) && fvar(38) && P2statetype!=A
statetype = C
physics = C

[State 151, Lo to Hi]
type = null;StateTypeSet
trigger1 = statetype = C && command = "holdback" && command!="holddown" && !var(11) && !fvar(38)
trigger2 = Statetype = C && !var(11) && fvar(38) && P2statetype=A
statetype = S
physics = S

[State 5300,Pause]
type = null;Pause
trigger1 = Time=0 && var(49)=1; && (enemynear,HitDefAttr=SCA,AA)
time = 2
movetime = 2

[State 5300,Pause]
type = Pause
trigger1 = Time=1 && var(11) && !(enemy,numproj=0 && fvar(10)>0)
time = 5+(fvar(10)>0)*9;9-(enemynear,HitDefAttr=SCA,AA)*4
movetime = 5+(fvar(10)>0)*9;9-(enemynear,HitDefAttr=SCA,AA)*4
ignorehitpause=1
persistent=0

[State -2,JustDefence]
type = LifeSet
trigger1 = Life<var(38) && var(11)
value = var(38)+7+floor(var(20)/14)*7
ignorehitpause = 1

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 152, 3]
type = ChangeState
trigger1 = time>0 && command = "holdback" && command!="holddown" && !fvar(38) && !var(11)
trigger2 = time>0 && !var(11) && fvar(38) && P2statetype=A
value = 151

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0 && !var(11) && prevstateno!=151
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
trigger3 = var(11)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = null;StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = null;StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = ifelse(var(11),ifelse(fvar(10)>0&&enemy,numproj=0,var(11)<=0,var(11)<=5),HitOver)
value = 140
ctrl = 1
;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
;y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = null;CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = null;ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 6]
type = ChangeAnim
trigger1 = Time = GetHitVar(ctrltime)
value = 142

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5030, 4]
type = ChangeAnim
trigger1 = time=0 && GetHitVar(animtype)=4
trigger1 = Abs(gethitvar(xvel))>2
value = 5051
elem = 2

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
elem = ifelse(GetHitVar(animtype)=4&&Abs(gethitvar(xvel))>2,2,1)

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5030, 4]
type = ChangeAnim
trigger1 = time=0 && GetHitVar(animtype)=4
trigger1 = Abs(gethitvar(xvel))>2
value = 5051
elem = 2

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
elem = ifelse(GetHitVar(animtype)=4&&Abs(gethitvar(xvel))>2,2,1)

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5030, 4]
type = ChangeAnim
trigger1 = time=0 && GetHitVar(animtype)=4
trigger1 = Abs(gethitvar(xvel))>2
value = 5051
elem = 2

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
elem = ifelse(GetHitVar(animtype)=4&&Abs(gethitvar(xvel))>2,2,1)

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = null;CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = NotHitBy
trigger1 = HitOver
value = SCA

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[state -2]
type = NotHitBy
triggerall = canrecover && Vel Y > 0;-1
trigger1  = teammode=simul
trigger2 = !(teammode=simul)
trigger2 = !(enemynear,authorname="warusaki3"&&enemynear,fvar(39)=1)&&!enemynear,authorname="H”"&&!((enemynear,authorname="rei"||enemynear,authorname="gal129") && enemynear,fvar(39)=1)
value = SCA

[State 5050, 4] ;Recover near ground
type = null;ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = null;ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
value = 5100, 0

[state 816]
type = EnvShake
trigger1 = Time=0
time = 8
ampl = 4

[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 = 1,1

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = null;GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = null;PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[state -3,varset]
type = varset
trigger1 = time=0&&(prevstateno=[5100,5101])
fvar(11)=1

[state -3,varset]
type = varset
trigger1 = time=0&&prevstateno!=5120
var(1)=0

[state -3,varset]
type = varset
trigger1 = time=0&&prevstateno!=5120
var(2)=0

[state -3,varset]
type = varAdd
trigger1 = 1
var(2)=1

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0 && prevstateno!=5120

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = null;PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0 && prevstateno!=5120
value = 5100, (prevstateno=5101)

[State 5110, 6]
type = PlaySnd
trigger1 = Anim=5170 && AnimTime=0 && gethitvar(airtype)=3
value = 5100, 1

[state 816]
type = EnvShake
trigger1 = Time=0 && Prevstateno=5071
time = 8
ampl = 4

[State 5110, 7]
type = null;GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 100, Explod]
type = Explod
trigger1 = Time=0 && Prevstateno=5071
Anim = 7910
pos = 0, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
sprpriority = -2
scale = 1,1

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
trigger3 = prevstateno=5120
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 3
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 50, AfterImage]
type = AfterImage
trigger1 = (var(2)=[1,2]) && var(1)
time = 99
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
length = 9
trans = add1
TimeGap  = 2
FrameGap = 4
;---------------------------------------------------------------------------
;起き上がり
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[state -3,varset]
type = varset
trigger1 = time=0&&prevstateno!=5110
var(1)=0

[state -3,varset]
type = varSet
trigger1 = time>0 && var(1)<2
var(2)=0

[state -3,varset]
type = ChangeState
triggerall = time=0 && prevstateno=5110
trigger1 = var(2)<(const(data.liedown.time)) && !var(1)
trigger2 = var(2)<(const(data.liedown.time)+12) && var(1)
value = 5110

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 5;12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 1;3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~ガードクラッシュ・気絶ON/OFF設定画面~~~~~
[statedef 8099]
anim = 8050
velset = 0,0

[State 1000, Spark]
type = RemoveExplod
trigger1 = time=0

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8094)
Anim = 8094
id = 8094
pos = 15+(teamside=2)*110, 105
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8099)
Anim = 8099
id = 8099
pos = 30+(teamside=2)*80, 125
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8098)
Anim = 8098
id = 8098
pos = 30+(teamside=2)*80, 145
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8097)
Anim = 8097
id = 8097
pos = 60+(teamside=2)*20, 110
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8096)
Anim = 8096
id = 8096
pos = 20+(teamside=2)*100, 110
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8095)
Anim = 8095
id = 8095
pos = 22+(teamside=2)*95, 125+ifelse(fvar(0)=1,20,0)
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 5
facing = ifelse(teamside=1,1,-1)

[State 900,PlaySnd]
type = PlaySnd
triggerall = time > 1
trigger1 = root,command="back"||root,command="fwd"||root,command="down"||root,command="up"
value = 8000, 0

[state 30000,varset]
type = varset
trigger1 = time=0&&prevstateno!=8098
fvar(0) = floor(root,fvar(20))

[state 30000,varset]
type = varset
trigger1 = time=0&&prevstateno!=8098
fvar(1) = (root,fvar(20)-floor(root,fvar(20)))*10

[state 30000,varset]
type = varset
triggerall = time > 1
trigger1 = parent,command="up"||parent,command="down"
fvar(0) = ifelse(parent,command="up",ifelse(!fvar(0),1,0),ifelse(fvar(0)=1,0,1))

[state 30000,varset]
type = parentvarset
trigger1 = time>1
fvar(20) = fvar(0)+fvar(1)*.1

[State 4110, DestroySelf]
type = ModifyExplod
triggerall = time > 1 && numexplod(8095)
trigger1 = parent,command="up"||parent,command="down"
id = 8095
pos = 22+(teamside=2)*95, 125+ifelse(fvar(0)=1,20,0)
postype = back
facing = ifelse(teamside=1,1,-1)

[State 4110, DestroySelf]
type = RemoveExplod
triggerall = time > 1
trigger1 = roundstate=2
trigger2 = numpartner
trigger2 = ID-partner,ID>0 &&(partner,authorname="rei"||partner,authorname="gal129")&&partner,fvar(39)=1
trigger3 = root,command="s"||root,command="x"||root,command="y"||root,command="z"||root,command="a"||root,command="b"||root,command="c"

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = roundState=2
trigger2 = numpartner
trigger2 = ID-partner,ID>0 &&(partner,authorname="rei"||partner,authorname="gal129")&&partner,fvar(39)=1
trigger3 = root,command="s"||root,command="x"||root,command="y"||root,command="z"||root,command="a"||root,command="b"||root,command="c"

[state 8099]
type = changeState
triggerall = time>1
trigger1 = root,command="back"||root,command="fwd"
value = 8098

[statedef 8098]
anim = 8050
velset = 0,0

[State 1000, Spark]
type = RemoveExplod
trigger1 = time=0

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8094)
Anim = 8094
id = 8094
pos = 15+(teamside=2)*110, 105
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8099)
Anim = 8099
id = 8099
pos = 80-(teamside=2)*20, 125
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8098)
Anim = 8098
id = 8098
pos = 80-(teamside=2)*20, 145
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8097)
Anim = 8097
id = 8097
pos = 60+(teamside=2)*20, 110
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8096)
Anim = 8096
id = 8096
pos = 20+(teamside=2)*100, 110
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 4
facing = ifelse(teamside=1,1,-1)

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8095)
Anim = 8095
id = 8095
pos = 72-(teamside=2)*5, 125+ifelse(fvar(1)=1,20,0)
postype = back
ownpal = 1
bindtime = -1
pausemovetime = -1
removetime= -1
ignorehitpause = 1
scale = .5,.5
ontop = 1
sprpriority = 5
facing = ifelse(teamside=1,1,-1)

[State 900,PlaySnd]
type = PlaySnd
triggerall = time > 1
trigger1 = root,command="back"||root,command="fwd"||root,command="down"||root,command="up"
value = 8000, 0

[state 30000,varset]
type = varset
triggerall = time > 1
trigger1 = parent,command="up"||parent,command="down"
fvar(1) = ifelse(parent,command="up",ifelse(!fvar(1),1,0),ifelse(fvar(1)=1,0,1))

[state 30000,varset]
type = parentvarset
trigger1 = time>1
fvar(20) = fvar(0)+fvar(1)*.1

[State 4110, DestroySelf]
type = ModifyExplod
triggerall = time > 1 && numexplod(8095)
trigger1 = parent,command="up"||parent,command="down"
id = 8095
pos = 72-(teamside=2)*5, 125+ifelse(fvar(1)=1,20,0)
postype = back
facing = ifelse(teamside=1,1,-1)

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "fvar(1) = %f  Numhelper = %d  P2bodydist X = %d  P2bodydist Y = %d Dizzies = %d"
params = fvar(1), Numhelper, ceil(P2bodydist X), ceil(P2bodydist Y), var(15)
ignorehitpause =1

[State 4110, DestroySelf]
type = RemoveExplod
triggerall = time > 1
trigger1 = roundState=2
trigger2 = numpartner
trigger2 = ID-partner,ID>0 &&(partner,authorname="rei"||partner,authorname="gal129")&&partner,fvar(39)=1
trigger3 = root,command="s"||root,command="x"||root,command="y"||root,command="z"||root,command="a"||root,command="b"||root,command="c"

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = roundState=2
trigger2 = numpartner
trigger2 = ID-partner,ID>0 &&(partner,authorname="rei"||partner,authorname="gal129")&&partner,fvar(39)=1
trigger3 = root,command="s"||root,command="x"||root,command="y"||root,command="z"||root,command="a"||root,command="b"||root,command="c"

[state 8099]
type = changeState
triggerall = time>1
trigger1 = root,command="back"||root,command="fwd"
value = 8099

;||||||||||||||||||||||||||||||||||||||||||||||
;グルーヴゲージ
;||||||||||||||||||||||||||||||||||||||||||||||

;Ｃグルーヴゲージ表示
[Statedef 8200]
ctrl = 0
anim = 8050
velset = 0,0

[State 8100, PosSet]
type = ParentVarSet
trigger1 = Time=0
var(59) = 0

;ゲージ背景
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8209)
anim = 8203
id = 8209
postype = Back
pos = 139,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8201); && Parent,Power<1000
trigger1 = teamside=1
anim = 8201
id = 8201
postype = Back
pos = 141,227
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,5

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8201); && Parent,Power<1000
trigger1 = teamside=2
anim = 8201
id = 8201
postype = Back
pos = 141,227
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,5

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8202); && Parent,Power>=1000
trigger1 = teamside=1
anim = 8202
id = 8202
postype = Back
pos = 140,226
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,5

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8202); && Parent,Power>=1000
trigger1 = teamside=2
anim = 8202
id = 8202
postype = Back
pos = 140,226
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,5

;LV2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8203); && (Parent,Power=[1000,1999])
trigger1 = teamside=1
anim = 8201
id = 8203
postype = Back
pos = 97,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,6

;LV2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8203); && (Parent,Power=[1000,1999])
trigger1 = teamside=2
anim = 8201
id = 8203
postype = Back
pos = 97,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,6

;LV2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8204); && Parent,Power>=2000
trigger1 = teamside=1
anim = 8202
id = 8204
postype = Back
pos = 97,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,6

;LV2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8204); && Parent,Power>=2000
trigger1 = teamside=2
anim = 8202
id = 8204
postype = Back
pos = 97,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,6

;LV3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8205)
trigger1 = teamside=1
anim = 8201
id = 8205
postype = Back
pos = 56,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,8

;LV3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8205)
trigger1 = teamside=2
anim = 8201
id = 8205
postype = Back
pos = 55,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,8

;LV3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8206)
trigger1 = teamside=1
anim = 8202
id = 8206
postype = Back
pos = 54,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,8

;LV3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8206)
trigger1 = teamside=2
anim = 8202
id = 8206
postype = Back
pos = 54,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,8

[state 8200, Explod]
type = Explod
trigger1 = teamside = 1 && !NumExplod(8200)
anim = 8200
id = 8200
postype = Left
pos = 9,218
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5, .5

[state 8200, Explod]
type = Explod
trigger1 = teamside = 2 && !NumExplod(8200)
anim = 8205
id = 8200
postype = Right
pos = -145,218
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5, .5

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8300)
trigger1 = teamside=1
anim = 8300
id = 8300
postype = Left
pos = 12,216
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8300)
trigger1 = teamside=2
anim = 8305
id = 8300
postype = Right
pos = -38,216
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;LV2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8301)
trigger1 = teamside=1
anim = 8301
id = 8301
postype = Left
pos = 12,216
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;LV2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8301)
trigger1 = teamside=2
anim = 8306
id = 8301
postype = Right
pos = -38,216
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;LV3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8302)
trigger1 = teamside=1
anim = 8302
id = 8302
postype = Left
pos = 12,216
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;LV3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8302)
trigger1 = teamside=2
anim = 8307
id = 8302
postype = Right
pos = -38,216
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;EX-Groove
[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=1 && root,fvar(37)
Anim = 8165
pos = 99, 217
postype = left
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ignorehitpause = 1
ontop=1
scale = .5,.5
facing = 1

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=2 && root,fvar(37)
Anim = 8165
pos = -145, 217
postype = Right
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ontop=1
ignorehitpause = 1
scale = 1,5
facing = 1


[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = Parent,power<1000
trigger1 = NumExplod(8201)
Id = 8201
scale = (Parent,power)/1000.0,5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = Parent,power>=1000
trigger1 = NumExplod(8201)
Id = 8201
scale = 1,5
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power<1000
trigger1 = NumExplod(8203)
Id = 8203
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power = [1000,1999]
trigger1 = NumExplod(8203)
Id = 8203
scale = ((Parent,power)-1000)/1000.0,6
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power>=2000
trigger1 = NumExplod(8203)
Id = 8203
scale = 1,6
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power<2000
trigger1 = NumExplod(8205)
Id = 8205
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power = [2000,2999]
trigger1 = NumExplod(8205)
Id = 8205
scale = ((Parent,power)-2000)/1000.0,8
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power>=3000
trigger1 = NumExplod(8205)
Id = 8205
scale = 1,8
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 1000
trigger1 = NumExplod(8202)
Id = 8202
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1000
trigger1 = NumExplod(8202)
Id = 8202
scale = 1,5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,power < 2000
trigger1 = NumExplod(8204)
Id = 8204
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 2000
trigger1 = NumExplod(8204)
Id = 8204
scale = 1,6
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,power < 3000
trigger1 = NumExplod(8206)
Id = 8206
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(8206)
Id = 8206
scale = 1,8
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 1000 || Parent,Power>=2000
trigger1 = NumExplod(8300)
Id = 8300
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power=[1000,1999]
trigger1 = NumExplod(8300)
Id = 8300
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 2000 || Parent,Power>=3000
trigger1 = NumExplod(8301)
Id = 8301
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power=[2000,2999]
trigger1 = NumExplod(8301)
Id = 8301
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 3000
trigger1 = NumExplod(8302)
Id = 8302
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(8302)
Id = 8302
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8200)
Id = 8200
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8165)
Id = 8165
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<1000
var(2)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=1000 && var(2)=-1
var(2)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=1000 && var(2)=1
value = 8200,0
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=1000 && var(2)=1
var(2) = 0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<2000
var(3)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=2000 && var(3)=-1
var(3)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = StopSnd
trigger1 = Power>=2000 && var(3)=1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=2000 && var(3)=1
value = 8200,0
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=2000 && var(3)=1
var(3) = 0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<3000
var(4)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=3000 && var(4)=-1
var(4)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = StopSnd
trigger1 = Power>=3000 && var(4)=1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=3000 && var(4)=1
value = 8200,0
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=3000 && var(4)=1
var(4) = 0
ignorehitpause = 1

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;Aグルーヴゲージ表示
[Statedef 8210]
ctrl = 0
anim = 8050
velset = 0,0

[State 8100, PosSet]
type = ParentVarSet
trigger1 = Time=0
var(59) = 1

;ゲージ背景
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8219)
anim = 8213
id = 8219
postype = Back
pos = 141,222
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8214)
trigger1 = teamside=1
anim = 8212
id = 8214
postype = Back
pos = 140,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8214)
trigger1 = teamside=2
anim = 8212
id = 8214
postype = Back
pos = 139,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1(1)
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8211)
trigger1 = teamside=1
anim = 8211
id = 8211
postype = Back
pos = 138,225
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1(1)
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8211)
trigger1 = teamside=2
anim = 8211
id = 8211
postype = Back
pos = 137,225
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8212)
trigger1 = teamside=1
anim = 8212
id = 8212
postype = Back
pos = 83,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8212)
trigger1 = teamside=2
anim = 8212
id = 8212
postype = Back
pos = 83,223
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1(2)
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8213)
trigger1 = teamside=1
anim = 8211
id = 8213
postype = Back
pos = 74,221
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;LV1(2)
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8213)
trigger1 = teamside=2
anim = 8211
id = 8213
postype = Back
pos = 73,221
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

[State 8210, PalFX]
type = PalFX
trigger1 = time=0
time = 1
add = 0,0,0
ignorehitpause = 1

[State 8210, PalFX]
type = PalFX
triggerall = (GameTime%3)=0
trigger1 = Parent,Power >= 3000 && Parent,var(21)=0
trigger2 = Parent,StateNo = [2400,2450]
time = 1
add = 256,256,256
ignorehitpause = 1

[state 8200, Explod]
type = Explod
trigger1 = teamside = 1 && !NumExplod(8210)
anim = 8210
id = 8210
postype = Left
pos = 12,218
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[state 8200, Explod]
type = Explod
trigger1 = teamside = 2 && !NumExplod(8210)
anim = 8215
id = 8210
postype = Right
pos = -145,218
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;FULL_1P
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8310)
trigger1 = teamside = 1
anim = 8310
id = 8310
postype = Left
pos = 14,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;FULL_1P
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8310)
trigger1 = teamside = 2
anim = 8310
id = 8310
postype = Right
pos = -48,223
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;EX-Groove
[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=1 && root,fvar(37)
Anim = 8165
pos = 100, 218
postype = left
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ignorehitpause = 1
ontop=1
scale = .5,.5
facing = 1

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=2 && root,fvar(37)
Anim = 8165
pos = -145, 218
postype = Right
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ontop=1
ignorehitpause = 1
scale = .5,.5
facing = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power=0
trigger1 = NumExplod(8214)
Id = 8214
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power=[1, 95]) && Parent,var(21)=0
trigger1 = NumExplod(8214)
Id = 8214
scale = (Parent,Power)/148.0,.9
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power>=96 && Parent,var(21)=0
trigger1 = NumExplod(8214)
Id = 8214
scale = .685,.9
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power<97 && Parent,var(21)=0
trigger1 = NumExplod(8211)
Id = 8211
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power=[97,1349]) && Parent,var(21)=0
trigger1 = NumExplod(8211) && teamside=1
Id = 8211
scale = (Parent,Power-97)/1410.0,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power=[97,1349]) && Parent,var(21)=0
trigger1 = NumExplod(8211) && teamside=2
Id = 8211
scale = (Parent,Power-97)/1440.0,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power>=1350 && Parent,var(21)=0
trigger1 = NumExplod(8211) && teamside=1
Id = 8211
scale = .89,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power>=1350 && Parent,var(21)=0
trigger1 = NumExplod(8211) && teamside=2
Id = 8211
scale = .87,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power<1350 && Parent,var(21)=0
trigger1 = NumExplod(8212)
Id = 8212
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power= [1350,1648]) && Parent,var(21)=0
trigger1 = NumExplod(8212) && teamside=1
Id = 8212
scale = (Parent,Power-1350)/99.0,1.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power= [1350,1648]) && Parent,var(21)=0
trigger1 = NumExplod(8212) && teamside=2
Id = 8212
scale = (Parent,Power-1350)/110.0,1.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1649 && Parent,var(21)=0
trigger1 = NumExplod(8212) && teamside=1
Id = 8212
scale = 3.01,1.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 1649 && Parent,var(21)=0
trigger1 = NumExplod(8212) && teamside=2
Id = 8212
scale = 2.70,1.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 1650 && Parent,var(21)=0
trigger1 = NumExplod(8213)
Id = 8213
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = (parent,power = [1650,2999]) && Parent,var(21)=0
trigger1 = NumExplod(8213)
Id = 8213
scale = (Parent,Power-1650)/1425.0,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000 && Parent,var(21)=0
trigger1 = NumExplod(8213)
Id = 8213
scale = .95,1
ignorehitpause = 1

;-------------------------
;オリコン中

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)<11
trigger1 = NumExplod(8214)
Id = 8214
scale = (Parent,var(56))/17.70,.9
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>=11
trigger1 = NumExplod(8214)
Id = 8214
scale = .685,.9
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>=11
trigger1 = NumExplod(8214) && roundstate=4
Id = 8214
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)<11
trigger1 = NumExplod(8211)
Id = 8211
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && (Parent,var(56)=[11,159])
trigger1 = NumExplod(8211) && teamside=1
Id = 8211
scale = (Parent,var(56)-11)/167.001,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && (Parent,var(56)=[11,159])
trigger1 = NumExplod(8211) && teamside=2
Id = 8211
scale = (Parent,var(56)-11)/172.001,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>=160
trigger1 = NumExplod(8211) && teamside=1
Id = 8211
scale = .88,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>=160
trigger1 = NumExplod(8211) && teamside=2
Id = 8211
scale = .86,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>=160
trigger1 = NumExplod(8211) && roundstate=4
Id = 8211
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)<160
trigger1 = NumExplod(8212)
Id = 8212
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && (Parent,var(56)=[160,183])
trigger1 = NumExplod(8212) && teamside=1
Id = 8212
scale = (Parent,var(56)-160)/7.5,1.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && (Parent,var(56)=[160,183])
trigger1 = NumExplod(8212) && teamside=2
Id = 8212
scale = (Parent,var(56)-160)/8.5,1.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>=184
trigger1 = NumExplod(8212) && teamside=1
Id = 8212
scale = 3.0,1.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>=184
trigger1 = NumExplod(8212) && teamside=2
Id = 8212
scale = 2.7,1.5
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>=184
trigger1 = NumExplod(8212) && roundstate=4
Id = 8212
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)<184
trigger1 = NumExplod(8213)
Id = 8213
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>184
trigger1 = NumExplod(8213)
Id = 8213
scale = (Parent,var(56)-184)/179.701,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = Parent,var(21)=1 && Parent,var(56)>184
trigger1 = NumExplod(8213) && roundstate=4
Id = 8213
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = ((parent,power < 3000 && Parent,var(21)=0) ||(Parent,var(21)=1 && Parent,var(56)<354))
trigger1 = NumExplod(8310)
Id = 8310
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = ((parent,power >= 3000 && Parent,var(21)=0) ||(Parent,var(21)=1 && Parent,var(56)>=354))
trigger1 = NumExplod(8310)
Id = 8310
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8200)
Id = 8210
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8165)
Id = 8165
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<1500
var(2)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=1500 && var(2)=-1
var(2)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = StopSnd
trigger1 = Power>=1500 && var(2)=1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=1500 && var(2)=1
value = 8200,0
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=1500 && var(2)=1
var(2) = 0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<3000
var(4)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=3000 && var(4)=-1
var(4)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = StopSnd
trigger1 = Power>=3000 && var(4)=1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=3000 && var(4)=1
value = 8200,0
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=3000 && var(4)=1
var(4) = 0
ignorehitpause = 1
;==========================
;==========================
;Pグルーヴゲージ表示
[Statedef 8220]
ctrl = 0
anim = 8050
velset = 0,0

[State 8100, PosSet]
type = ParentVarSet
trigger1 = Time=0
var(59) = 2

;ゲージ背景
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8229)
anim = 8226
id = 8229
postype = Back
pos = 141,221
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8221)
trigger1 = teamside=1
anim = 8221
id = 8221
postype = Back
pos = 141,227
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8221)
trigger1 = teamside=2
anim = 8221
id = 8221
postype = Back
pos = 142,227
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8222)
trigger1 = teamside=1
anim = 8222
id = 8222
postype = Back
pos = 138,224
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8222)
trigger1 = teamside=2
anim = 8222
id = 8222
postype = Back
pos = 138,224
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8223)
trigger1 = teamside=1
anim = 8223
id = 8223
postype = Back
pos = 36,222
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8223)
trigger1 = teamside=2
anim = 8223
id = 8223
postype = Back
pos = 35,222
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージMAX
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8224)
trigger1 = teamside=1
anim = 8224
id = 8224
postype = Back
pos = 140,221
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージMAX
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8224)
trigger1 = teamside=2
anim = 8224
id = 8224
postype = Back
pos = 141,221
ownpal = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

[state 8200, Explod]
type = Explod
trigger1 = teamside = 1 && !NumExplod(8220)
anim = 8220
id = 8220
postype = Left
pos = 145,218
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[state 8200, Explod]
type = Explod
trigger1 = teamside = 2 && !NumExplod(8220)
anim = 8225
id = 8220
postype = Right
pos = -145,218
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5, .5

;ゲージMAX
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8320)
trigger1 = teamside=1
anim = 8320
id = 8320
postype = Left
pos = 16,217
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージMAX
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8320)
trigger1 = teamside=2
anim = 8320
id = 8320
postype = Right
pos = -52,217
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;EX-Groove
[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=1 && root,fvar(37)
Anim = 8165
pos = 100, 218
postype = left
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ignorehitpause = 1
ontop=1
scale = .5,.5
facing = 1

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=2 && root,fvar(37)
Anim = 8165
pos = -146, 218
postype = Right
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ontop=1
ignorehitpause = 1
scale = .5,.5
facing = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = Parent,power>=3000 || Parent,Power<=31
trigger1 = NumExplod(8221)
Id = 8221
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = Parent,power=[32,62]
trigger1 = NumExplod(8221)
Id = 8221
scale = (Parent,Power/62.0),1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = Parent,power=[63,2999]
trigger1 = NumExplod(8221)
Id = 8221
scale = 1.1,1
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power<63 || Parent,Power>=3000
trigger1 = NumExplod(8222)
Id = 8222
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power=[63,2532]
trigger1 = NumExplod(8222)
Id = 8222
scale = ((Parent,power-47)/2469.0),1
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power>=2533
trigger1 = NumExplod(8222) && teamside=1
Id = 8222
scale = 1.01,1;1.008,1
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power>=2533
trigger1 = NumExplod(8222) && teamside=2
Id = 8222
scale = 1.015,1;1.008,1
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power>=2700
trigger1 = NumExplod(8222)
Id = 8222
scale = 1.02,1;1.008,1
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power<2533 || Parent,Power>=3000
trigger1 = NumExplod(8223)
Id = 8223
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power=[2532,2999]
trigger1 = NumExplod(8223) && teamside=2
Id = 8223
scale = ((Parent,power-2532)/482.0),1
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,power=[2532,2999]
trigger1 = NumExplod(8223) && teamside=1
Id = 8223
scale = ((Parent,power-2532)/435.0),1
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,Power<3000
trigger1 = NumExplod(8224)
Id = 8224
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod3]
type = ModifyExplod
triggerall = Parent,Power>=3000
trigger1 = NumExplod(8224)
Id = 8224
scale = 1.000,1
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power < 3000
trigger1 = NumExplod(8320)
Id = 8320
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod]
type = ModifyExplod
triggerall = parent,power >= 3000
trigger1 = NumExplod(8320)
Id = 8320
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8220)
Id = 8200
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8165)
Id = 8165
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<3000
var(4)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=3000 && var(4)=-1
var(4)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=3000 && var(4)=1
value = 8200,0
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=3000 && var(4)=1
var(4) = 0
ignorehitpause = 1

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;Sグルーヴゲージ表示
[Statedef 8230]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8100, PosSet]
type = ParentVarSet
trigger1 = Time=0
var(59) = 3

[State -3,Powerset]
type = PowerSet
trigger1 = time=0
value = 0

;ゲージ背景
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8232)
anim = 8232
id = 8232
postype = Back
pos = 138,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

[State 8230, PalFX]
type = PalFX
trigger1 = time=0
time = 1
add = 0,0,0
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = (100*parent,life/parent,const(data.life))<=30
trigger1 = GameTime%3=0 && roundstate!=4
time = 1
add = 144,144,144
ignorehitpause = 1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8231); && Parent,Power>=1000
trigger1 = teamside=1
anim = 8231
id = 8231
postype = Back
pos = 138,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8231); && Parent,Power>=1000
trigger1 = teamside=2
anim = 8231
id = 8231
postype = Back
pos = 138,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

[State 8230, Explod]
type = Explod
trigger1 = teamside = 1 && !NumExplod(8230)
anim = 8230
id = 8230
postype = Left
pos = 12,217
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[state 8200, Explod]
type = Explod
trigger1 = teamside = 2 && !NumExplod(8230)
anim = 8235
id = 8230
postype = Right
pos = -143,217
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
ownpal = 0
pausemovetime = -1
supermovetime = -1
scale = .5, .5

;MAX
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8330)
trigger1 = teamside=1
anim = 8330
id = 8330
postype = Left
pos = 16,214
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;MAX
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8330)
trigger1 = teamside=2
anim = 8330
id = 8330
postype = Right
pos = -43,214
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;EX-Groove
[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=1 && root,fvar(37)
Anim = 8165
pos = 99, 218
postype = left
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ignorehitpause = 1
ontop=1
scale = .5,.5
facing = 1

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=2 && root,fvar(37)
Anim = 8165
pos = -145, 218
postype = Right
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ontop=1
ignorehitpause = 1
scale = .5,.5
facing = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8231) && parent,var(22)=0
Id = 8231
scale = (Parent,Power)/1000.0,1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8231) && parent,var(22)=1
Id = 8231
scale = (1.255*Parent,var(22)*Parent,var(23))/1000.0,1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8230) && (roundstate=4||stateno=5150)
Id = 8231
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8230)
Id = 8230
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8330) && Parent,var(22)=0
Id = 8330
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8330) && Parent,var(22)=1
Id = 8330
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8330) && (roundstate=4||stateno=5150)
Id = 8330
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8230)
Id = 8200
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8165)
Id = 8165
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<1000
var(2)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=1000 && var(2)=-1
var(2)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=1000 && var(2)=1
value = 8200,0
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=1000 && var(2)=1
var(2) = 0
ignorehitpause = 1

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;Nグルーヴゲージ表示
[Statedef 8240]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8100, PosSet]
type = ParentVarSet
trigger1 = Time=0
var(59) = 4

;ゲージ背景
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8242)
anim = 8242
id = 8242
postype = Back
pos = 114,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8241)
trigger1 = teamside=1
anim = 8241
id = 8241
postype = Back
pos = 114,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8241)
trigger1 = teamside=2
anim = 8241
id = 8241
postype = Back
pos = 115,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

[state 8200, Explod]
type = Explod
trigger1 = teamside = 1 && !NumExplod(8240)
anim = 8240
id = 8240
postype = Left
pos = 12,217
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[state 8200, Explod]
type = Explod
trigger1 = teamside = 2 && !NumExplod(8245)
anim = 8245
id = 8245
postype = Right
pos = -143,217
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;パワーランプ1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8340)
anim = 8340
id = 8340
postype = Back
pos = 137,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;パワーランプ2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8341)
anim = 8340
id = 8341
postype = Back
pos = 129,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;パワーランプ3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8342)
anim = 8340
id = 8342
postype = Back
pos = 121,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;パワーランプ1
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8345)
anim = 8345
id = 8345
postype = Back
pos = 138,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;パワーランプ2
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8346)
anim = 8345
id = 8346
postype = Back
pos = 129,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;パワーランプ3
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8347)
anim = 8345
id = 8347
postype = Back
pos = 121,227
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;POWERUP!
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8343)
anim = 8342
id = 8343
postype = Back
pos = 29+(teamside=2),217
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;EX-Groove
[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=1 && root,fvar(37)
Anim = 8165
pos = 100, 218
postype = left
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ignorehitpause = 1
ontop=1
scale = .5,.5
facing = 1

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=2 && root,fvar(37)
Anim = 8165
pos = -145, 218
postype = Right
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ontop=1
ignorehitpause = 1
scale = .5,.5
facing = 1

[State 8240, PalFX]
type = PalFX
trigger1 = 1
Time = 1
add = 0-ifelse((time%39)>=0,1,-1)*var(1)*12,0-ifelse((time%39)>=0,1,-1)*var(1)*4,0;ifelse(ceil(sin(2*Pi*(time%39)/38))>=0,1,-1)*(19+(GameTime%38))*4,0

[State 8240,VarAdd]
type = VarAdd
triggerall = Var(1)<19
trigger1 = (time%39)<19
var(1) = 1

[State 8240,VarAdd]
type = VarAdd
triggerall = Var(1)>0
trigger1 = (time%39)>=19
var(1) = -1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8242)
Id = 8242
scale = 1,1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8343) && Parent,Power<3000
Id = 8343
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8343) && Parent,Power>=3000
Id = 8343
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8241) && Parent,Power<1000
Id = 8241
scale = (Parent,Power)/1000.0,1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8241) && (Parent,Power=[1000,1999])
Id = 8241
scale = (((Parent,Power)-1000)/1000.0),1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8241) && (Parent,Power=[2000,2999])
Id = 8241
scale = (((Parent,Power)-2000)/1000.0),1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8241) && Parent,Power>=3000
Id = 8241
scale = 1,1
ignorehitpause = 1


[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8340) && Parent,Power<1000
Id = 8340
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8340) && Parent,Power>=1000
Id = 8340
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8341) && Parent,Power<2000
Id = 8341
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8341) && Parent,Power>=2000
Id = 8341
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8342) && Parent,Power<3000
Id = 8342
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8342) && Parent,Power>=3000
Id = 8342
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8345) && Parent,Power<1000
Id = 8345
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8345) && Parent,Power>=1000
Id = 8345
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8346) && Parent,Power<2000
Id = 8346
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8346) && Parent,Power>=2000
Id = 8346
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8347) && Parent,Power<3000
Id = 8347
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8347) && Parent,Power>=3000
Id = 8347
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8240)
Id = 8200
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8165)
Id = 8165
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<1000
var(2)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=1000 && var(2)=-1
var(2)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = StopSnd
trigger1 = Power>=1000 && var(2)=1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=1000 && var(2)=1
value = 8200,1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=1000 && var(2)=1
var(2) = 0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<2000
var(3)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=2000 && var(3)=-1
var(3)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = StopSnd
trigger1 = Power>=2000 && var(3)=1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=2000 && var(3)=1
value = 8200,1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=2000 && var(3)=1
var(3) = 0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power<3000
var(4)=-1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=3000 && var(4)=-1
var(4)=1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = StopSnd
trigger1 = Power>=3000 && var(4)=1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = PlaySnd
trigger1 = Power>=3000 && var(4)=1
value = 8200,1
channel = 20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = varset
trigger1 = Power>=3000 && var(4)=1
var(4) = 0
ignorehitpause = 1

;NグルーヴパワーMAXゲージ表示
[Statedef 8260]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 3150,PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = 2500,0

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8262)
anim = 8262
id = 8262
postype = Back
pos = 142,212
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8263)
anim = 8263
id = 8263
postype = Back
pos = 142,215
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,.5

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8261)
trigger1 = teamside=1
anim = 8261
id = 8261
postype = Back
pos = 142,212
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8261)
trigger1 = teamside=2
anim = 8261
id = 8261
postype = Back
pos = 142,212
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1

[State 8230, Explod]
type = Explod
trigger1 = !NumExplod(8260)
trigger1 = teamside=1
anim = 8260
id = 8260
postype = Left
pos = 50,211
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = !NumExplod(8260)
trigger1 = teamside=2
anim = 8265
id = 8260
postype = Right
pos = -143,211
ownpal = 0
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8261)
Id = 8261
scale = (Parent,var(23))/720.0,1
ignorehitpause = 1

[State 8260]
type = RemoveExplod
trigger1 = !parent,var(22) || roundstate=4 || root,stateno=5150

[State 8260]
type = DestroySelf
trigger1 = !parent,var(22) || roundstate=4 || root,stateno=5150; || (Parent,StateNo=[3020,3599])←これが相手のstateも判断してしまう

;Kグルーヴゲージ表示
[Statedef 8250]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8100, PosSet]
type = ParentVarSet
trigger1 = Time=0
var(59) = 5

[State -3,Powerset]
type = PowerSet
trigger1 = time=0
value = 0

;ゲージ背景
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8252)
anim = 8252
id = 8252
postype = Back
pos = 140,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8251)
anim = 8251
id = 8251
postype = Back
pos = 140,225
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 1,1

[state 8200, Explod]
type = Explod
trigger1 = teamside = 1 && !NumExplod(8250)
anim = 8250
id = 8250
postype = Left
pos = 12,216
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[state 8200, Explod]
type = Explod
trigger1 = teamside = 2 && !NumExplod(8255)
anim = 8255
id = 8255
postype = Right
pos = -144,216
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5, .5

;MAX
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8350)
anim = 8350
id = 8350
postype = Back
pos = 22,234
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;MAX(炎)
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8351)
anim = 8351
id = 8351
postype = Back
pos = 23,234
ownpal = 1
removetime = -1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime = -1
supermovetime = -1
scale = .5,.5

;EX-Groove
[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=1 && root,fvar(37)
Anim = 8165
pos = 99, 217
postype = left
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ignorehitpause = 1
ontop=1
scale = .5,.5
facing = 1

[State 1000, Spark]
type = Explod
trigger1 = !NumExplod(8165) && teamside=2 && root,fvar(37)
Anim = 8165
pos = -145, 217
postype = Right
id = 8165
ownpal = 1
bindtime = -1
pausemovetime = -1
supermovetime = -1
removetime=-1
ontop=1
ignorehitpause = 1
scale = .5,.5
facing = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8251) && Parent,var(57)<=0 && ((Parent,var(22)=0 && roundstate<4)||(parent,var(23)>0&&(roundstate=4 || root,stateno=5150)))
Id = 8251
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8251) && Parent,var(57)>0 && Parent,var(22)=0 && roundstate<4 && root,stateno!=5150
Id = 8251
scale = (Parent,var(57))/72.00,1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8251) && Parent,var(23)>0 && Parent,var(22)=1 && roundstate<4 && root,stateno!=5150
Id = 8251
scale = (Parent,var(23))/864.00,1
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8251) && Parent,var(23)>0 && Parent,var(22)=1 && (roundstate=4 || root,stateno=5150)
Id = 8251
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8350) && (Parent,var(22)=0 || roundstate=4 || root,stateno=5150)
Id = 8350
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8350) && Parent,var(23)>0 && Parent,var(22)=1 && roundstate!=4 && root,stateno!=5150
Id = 8350
scale = .5-.1*Abs(sin(gametime/(Pi*10))),.5-.1*Abs(sin(gametime/(Pi*10)))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8351) && (Parent,var(22)=0 || roundstate=4 || root,stateno=5150)
Id = 8351
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8351) && Parent,var(23)>0 && Parent,var(22)=1 && roundstate!=4 && root,stateno!=5150
Id = 8351
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8250)
Id = 8200
scale = .5,.5
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8165)
Id = 8165
scale = .5,.5
ignorehitpause = 1

;EX-ゲージ
[Statedef 8265]
ctrl = 0
anim = 8050
velset = 0,0

;EX-Groove
[State 1000, Spark]
type = Explod
trigger1 = NumExplod(8165)<=1 && teamside=1 && root,fvar(37)
Anim = 8165
pos = 103, 217
postype = left
id = 8165
ownpal = 1
bindtime = 1
pausemovetime = -1
supermovetime = -1
removetime=1
ignorehitpause = 1
ontop=1
scale = .5,.5
facing = 1

[State 1000, Spark]
type = Explod
trigger1 = NumExplod(8165)<=1 && teamside=2 && root,fvar(37)
Anim = 8165
pos = -146, 217
postype = Right
id = 8165
ownpal = 1
bindtime = 1
pausemovetime = -1
supermovetime = -1
removetime=1
ontop=1
ignorehitpause = 1
scale = .5,.5
facing = 1

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ガードクラッシュゲージ表示
[Statedef 8400]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8410)
anim = 8410
id = 8410
postype = Back
pos = 142+floor(root,fvar(9)),45+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = -5
pausemovetime = -1
supermovetime = -1
scale = .5,.6

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8415)
anim = 8410
id = 8415
postype = Back
pos = 143+floor(root,fvar(9)),48+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = -5
pausemovetime = -1
supermovetime = -1
scale = .0125,.2

;背景
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8420)
anim = 8420
id = 8420
postype = Back
pos = 142+floor(root,fvar(9)),45+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = -5
pausemovetime = -1
supermovetime = -1
scale = .5,.6

[State 8230, Explod]
type = Explod
trigger1 = !NumExplod(8400)
trigger1 = teamside=1
anim = 8400
id = 8400
postype = Left
pos = 148+floor(root,fvar(9)),44+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = -4
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = !NumExplod(8400)
trigger1 = teamside=2
anim = 8405
id = 8400
postype = Right
pos = -148-floor(root,fvar(9)),44+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = -4
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, PalFX]
type = PalFX
trigger1 = time=0
trigger2 = (100*root,var(31)/ifelse(root,fvar(37),48-(ceil(root,fvar(13))%2>0)*10-(ceil(root,fvar(13))%4>1)*5,ifelse(root,var(59)=2,38,ifelse(root,var(59)=5,43,48))))>30
time = 1
add = 0,0,0
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = (100*root,var(31)/ifelse(root,fvar(37),48-(ceil(root,fvar(13))%2>0)*10-(ceil(root,fvar(13))%4>1)*5,ifelse(root,var(59)=2,38,ifelse(root,var(59)=5,43,48))))<=30
trigger1 = Time%6>0
time = 1
add = 50*(time%6),50*(time%6),50*(time%6)
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8410) && root,var(31)<=0
Id = 8410
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8410) && root,var(31)>0 && roundstate>=2
Id = 8410
scale = (100*root,var(31)/ifelse(root,fvar(37),48-(ceil(root,fvar(13))%2>0)*10-(ceil(root,fvar(13))%4>1)*5,ifelse(root,var(59)=2,38,ifelse(root,var(59)=5,43,48))))/200.0,.6
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = NumExplod(8410) && numpartner && teamside=1
triggerall = partner,fvar(39)=1
trigger1 = (root,ID-partner,ID>0 && partner,authorname="rei")
trigger2 = (root,ID-partner,ID>0 && partner,authorname="gal129")
Id = 8400
pos = 148+floor(root,fvar(9)),54+ceil(100*(root,fvar(9)-floor(root,fvar(9))))
postype = left
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = NumExplod(8410) && numpartner && teamside=2
triggerall = partner,fvar(39)=1
trigger1 = (root,ID-partner,ID>0 && partner,authorname="rei")
trigger2 = (root,ID-partner,ID>0 && partner,authorname="gal129")
Id = 8400
pos = -148-floor(root,fvar(9)),54+ceil(100*(root,fvar(9)-floor(root,fvar(9))))
postype = right
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = NumExplod(8410) && numpartner
trigger1 = (root,ID-partner,ID>0 && partner,authorname="rei")
trigger2 = (root,ID-partner,ID>0 && partner,authorname="gal129")
Id = 8410
pos = 142+floor(root,fvar(9)),55+ceil(100*(root,fvar(9)-floor(root,fvar(9))))
postype = back
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = NumExplod(8410) && numpartner
triggerall = partner,fvar(39)=1
trigger1 = (root,ID-partner,ID>0 && partner,authorname="rei")
trigger2 = (root,ID-partner,ID>0 && partner,authorname="gal129")
Id = 8420
pos = 142+floor(root,fvar(9)),55+ceil(100*(root,fvar(9)-floor(root,fvar(9))))
postype = back
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8415)
Id = 8415
scale = .0125,.2
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8415) && Root,var(31)<=0
Id = 8415
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8400)
Id = 8400
scale = .5,.5
ignorehitpause = 1

[state 8100]
type= RemoveExplod
triggerall = time>1
trigger1 = root,fvar(20)=.1||root,fvar(20)=1.1
trigger2 = (enemynear,authorname="rei"||enemynear,authorname="gal129")&&enemynear,fvar(39)=1
trigger3 = enemynear,numpartner
trigger3 = (100*root,var(31)/ifelse(root,fvar(37),48-(ceil(root,fvar(13))%2>0)*10-(ceil(root,fvar(13))%4>1)*5,ifelse(root,var(59)=2,38,ifelse(root,var(59)=5,43,48))))>30

[state 8100]
type= DestroySelf
triggerall = time>1
trigger1 = root,fvar(20)=.1||root,fvar(20)=1.1
trigger2 = (enemynear,authorname="rei"||enemynear,authorname="gal129")&&enemynear,fvar(39)=1
trigger3 = enemynear,numpartner
trigger3 = (100*root,var(31)/ifelse(root,fvar(37),48-(ceil(root,fvar(13))%2>0)*10-(ceil(root,fvar(13))%4>1)*5,ifelse(root,var(59)=2,38,ifelse(root,var(59)=5,43,48))))>30

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ガードクラッシュゲージ表示(相手側)
[Statedef 8450]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8410)
anim = 8410
id = 8410
postype = Back
pos = 142+floor(root,fvar(9)),45+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = -5
pausemovetime = -1
supermovetime = -1
scale = .5,.6

;ゲージ
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8415)
anim = 8410
id = 8415
postype = Back
pos = 143+floor(root,fvar(9)),48+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = -5
pausemovetime = -1
supermovetime = -1
scale = .0125,.2

;背景
[state 8200, Explod]
type = Explod
trigger1 = !NumExplod(8420)
anim = 8420
id = 8420
postype = Back
pos = 142+floor(root,fvar(9)),45+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = -5
pausemovetime = -1
supermovetime = -1
scale = .5,.6

[State 8230, Explod]
type = Explod
trigger1 = !NumExplod(8400)
trigger1 = teamside=2
anim = 8400
id = 8400
postype = Left
pos = 148+floor(root,fvar(9)),44+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = -4
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = !NumExplod(8400)
trigger1 = teamside=1
anim = 8405
id = 8400
postype = Right
pos = -148-floor(root,fvar(9)),44+ifelse((root,fvar(9)*1000-floor(root,fvar(9)*1000)),-floor(1000000*(root,fvar(9)-floor(root,fvar(9))))-1000*floor(1000*(root,fvar(9)-floor(root,fvar(9)))),floor(1000*(root,fvar(9)-floor(root,fvar(9)))))
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = -4
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, PalFX]
type = PalFX
trigger1 = time=0
trigger2 = (100*root,fvar(23)/48)>30
time = 1
add = 0,0,0
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = time=0
trigger2 = (enemynear,authorname="rei"||enemynear,authorname="gal129")&&enemynear,fvar(39)=1
trigger2 = (100*root,fvar(23)/ifelse(enemynear,fvar(37),48-(ceil(enemynear,fvar(13))%2>0)*10-(ceil(enemynear,fvar(13))%4>1)*5,ifelse(enemynear,var(59)=2,38,ifelse(enemynear,var(59)=5,43,48))))>30
time = 1
add = 0,0,0
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = time=0
trigger2 = enemynear,authorname="warusaki3"&&enemynear,fvar(39)=1
trigger2 = (100*root,fvar(23)/ifelse(enemynear,var(20)=6,33,ifelse(enemynear,var(20)=2,38,ifelse(enemynear,var(20)=5,43,48))))>30
time = 1
add = 0,0,0
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = time=0
trigger2 = enemynear,authorname="H”"&&enemynear,fvar(39)=1
trigger2 = (100*root,fvar(23)/ifelse(enemynear,var(43),48-(floor(enemynear,var(50)/10%10)=1)*10-(floor(enemynear,var(50)/100%10)=1)*5,ifelse(enemynear,var(30)=3,38,ifelse(enemynear,var(30)=6,43,48))))>30
time = 1
add = 0,0,0
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = time=0
trigger2 = ((enemynear,authorname="N64Mario"&&enemynear,name="zero")||enemynear,authorname="Jesuszilla"||enemynear,authorname=".\/.")
trigger2 = (100*root,fvar(23)/ifelse(enemynear,var(20)=0,48-(enemynear,var(8)=2)*10-(enemynear,var(7)=2)*5,ifelse(enemynear,var(20)=3,38,ifelse(enemynear,var(20)=6,43,48))))>30
time = 1
add = 0,0,0
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = (100*root,fvar(23)/48)<=30
trigger1 = Time%6>0
time = 1
add = 50*(time%6),50*(time%6),50*(time%6)
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = (enemynear,authorname="rei"||enemynear,authorname="gal129")&&enemynear,fvar(39)=1
trigger1 = (100*root,fvar(23)/ifelse(enemynear,fvar(37),48-(ceil(enemynear,fvar(13))%2>0)*10-(ceil(enemynear,fvar(13))%4>1)*5,ifelse(enemynear,var(59)=2,38,ifelse(enemynear,var(59)=5,43,48))))<=30
trigger1 = Time%6>0
time = 1
add = 50*(time%6),50*(time%6),50*(time%6)
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = enemynear,authorname="warusaki3"&&enemynear,fvar(39)=1
trigger1 = (100*root,fvar(23)/ifelse(enemynear,var(20)=6,33,ifelse(enemynear,var(20)=2,38,ifelse(enemynear,var(20)=5,43,48))))<=30
trigger1 = Time%6>0
time = 1
add = 50*(time%6),50*(time%6),50*(time%6)
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = enemynear,authorname="H”"&&enemynear,fvar(39)=1
trigger1 = (100*root,fvar(23)/ifelse(enemynear,var(43),48-(floor(enemynear,var(50)/10%10)=1)*10-(floor(enemynear,var(50)/100%10)=1)*5,ifelse(enemynear,var(30)=3,38,ifelse(enemynear,var(30)=6,43,48))))<=30
trigger1 = Time%6>0
time = 1
add = 50*(time%6),50*(time%6),50*(time%6)
ignorehitpause = 1

[State 8230, PalFX]
type = PalFX
trigger1 = ((enemynear,authorname="N64Mario"&&enemynear,name="zero")||enemynear,authorname="Jesuszilla"||enemynear,authorname=".\/.")
trigger1 = (100*root,fvar(23)/ifelse(enemynear,var(20)=0,48-(enemynear,var(8)=2)*10-(enemynear,var(7)=2)*5,ifelse(enemynear,var(20)=3,38,ifelse(enemynear,var(20)=6,43,48))))<=30
trigger1 = Time%6>0
time = 1
add = 50*(time%6),50*(time%6),50*(time%6)
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8410) && root,fvar(23)<=0
Id = 8410
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8410) && root,fvar(23)>0
Id = 8410
scale = (100*root,fvar(23)/48)/200.0,.6
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8410) && root,fvar(23)>0
trigger1 = (enemynear,authorname="rei"||enemynear,authorname="gal129")&&enemynear,fvar(39)=1
Id = 8410
scale = (100*root,fvar(23)/ifelse(enemynear,fvar(37),48-(ceil(enemynear,fvar(13))%2>0)*10-(ceil(enemynear,fvar(13))%4>1)*5,ifelse(enemynear,var(59)=2,38,ifelse(enemynear,var(59)=5,43,48))))/200.0,.6
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8410) && root,fvar(23)>0
trigger1 = enemynear,authorname="H”"&&enemynear,fvar(39)=1
Id = 8410
scale = (100*root,fvar(23)/ifelse(enemynear,var(43),48-(floor(enemynear,var(50)/10%10)=1)*10-(floor(enemynear,var(50)/100%10)=1)*5,ifelse(enemynear,var(30)=3,38,ifelse(enemynear,var(30)=6,43,48))))/200.0,.6
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8410) && root,fvar(23)>0
trigger1 = enemynear,authorname="warusaki3"&&enemynear,fvar(39)=1
Id = 8410
scale = (100*root,fvar(23)/ifelse(enemynear,var(20)=6,33,ifelse(enemynear,var(20)=2,38,ifelse(enemynear,var(20)=5,43,48))))/200.0,.6
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8410) && root,fvar(23)>0
trigger1 = ((enemynear,authorname="N64Mario"&&enemynear,name="zero")||enemynear,authorname="Jesuszilla"||enemynear,authorname=".\/.")
Id = 8410
scale = (100*root,fvar(23)/ifelse(enemynear,var(20)=0,48-(enemynear,var(8)=2)*10-(enemynear,var(7)=2)*5,ifelse(enemynear,var(20)=3,38,ifelse(enemynear,var(20)=6,43,48))))/200.0,.6
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = NumExplod(8410) && numpartner && teamside=1
triggerall = partner,fvar(39)=1
trigger1 = (root,ID-partner,ID>0 && partner,authorname="rei")
trigger2 = (root,ID-partner,ID>0 && partner,authorname="gal129")
Id = 8400
pos = 148+floor(root,fvar(9)),54+ceil(100*(root,fvar(9)-floor(root,fvar(9))))
postype = left
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = NumExplod(8410) && numpartner && teamside=2
triggerall = partner,fvar(39)=1
trigger1 = (root,ID-partner,ID>0 && partner,authorname="rei")
trigger2 = (root,ID-partner,ID>0 && partner,authorname="gal129")
Id = 8400
pos = -148-floor(root,fvar(9)),54+ceil(100*(root,fvar(9)-floor(root,fvar(9))))
postype = right
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = NumExplod(8410) && numpartner
trigger1 = (root,ID-partner,ID>0 && partner,authorname="rei")
trigger2 = (root,ID-partner,ID>0 && partner,authorname="gal129")
Id = 8410
pos = 142+floor(root,fvar(9)),55+ceil(100*(root,fvar(9)-floor(root,fvar(9))))
postype = back
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
triggerall = NumExplod(8410) && numpartner
triggerall = partner,fvar(39)=1
trigger1 = (root,ID-partner,ID>0 && partner,authorname="rei")
trigger2 = (root,ID-partner,ID>0 && partner,authorname="gal129")
Id = 8420
pos = 142+floor(root,fvar(9)),55+ceil(100*(root,fvar(9)-floor(root,fvar(9))))
postype = back
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8415)
Id = 8415
scale = .0125,.2
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8415) && root,fvar(23)<=0
Id = 8415
scale = 0,0
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8400)
Id = 8400
scale = .5,.5
ignorehitpause = 1

[state 8100]
type= RemoveExplod
triggerall = time>1
trigger1 = root,fvar(20)=.1||root,fvar(20)=1.1
trigger2 = enemynear,numpartner

[state 8100]
type= DestroySelf
triggerall = time>1
trigger1 = root,fvar(20)=.1||root,fvar(20)=1.1
trigger2 = enemynear,numpartner


;||||||||||||||||||||||||||||
;エフェクト
;||||||||||||||||||||||||||||
;==========================================
;==========================================
;ガードキャンセル発動エフェクト
[Statedef 7560]
ctrl = 0
anim = 8050
velset = 0,0

[State 3150,PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = 5910,0

[State -2, 1]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[state 8200, Explod]
type = Explod
trigger1 = Time=0 && !numexplod(7560)
anim = 7560
id = 7560
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = -1
supermovetime = -1
sprpriority = 5
persistent = 0
pausemovetime = 9999
Supermovetime = 9999
scale = .15,.15

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = 1
Id = 7560
scale = (.15+Time*.05),(.15+Time*.05)

[State -2, 1]
type = PalFX
trigger1 = time>3
time = 1
add = -((Time-3)*43),-((Time-3)*43),-((Time-3)*43)

[state 7500,removeExplod]
type = removeExplod
trigger1 = time>10

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time>10

;==========================================
;==========================================
;スーパーコンボ発動エフェクト
[Statedef 7500]
ctrl = 0
anim = 8050
velset = 0,0

[State 3150,PlaySnd]
type = PlaySnd
trigger1 = Time=1
value = 7000,0

[State 1000, 0]
type = BGPalFX
trigger1 = time<50
time = 1
invertall = 1

[State -2, 1]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[state 8200, Explod]
type = Explod
trigger1 = Time=1 && !numexplod(7500)
anim = 7500
id = 7500
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
ignorehitpause = 1
removetime=10
sprpriority = 5
persistent = 0
supermove = 1
pausemovetime = -1
Supermovetime = -1
scale = .5,.5

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = 1
Id = 7500
scale = (.5+Time*.15),(.5+Time*.15)

[State -2, 1]
type = PalFX
trigger1 = 1
time = 1
add = -(Time*15),-(Time*15),-(Time*15)

[State 3000, Super]
type = Helper
trigger1 = Time = 1 || Time = 6 || Time = 11 || Time = 16
id = 7511-10*(root,fvar(0)=1||root,fvar(0)=3)
pos = 0,0
postype = P1
stateno = 7511-10*(root,fvar(0)=1||root,fvar(0)=3)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

;
[State 3000, Super]
type = Helper
trigger1 = Time = 1
id = 7514-12*(root,fvar(0)=1||root,fvar(0)=3)
pos = 0,0
postype = P1
stateno = 7514-12*(root,fvar(0)=1||root,fvar(0)=3)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

;Lv.2/Lv.3
[State 3000, Super]
type = Helper
trigger1 = Time = 9 && root,var(1)
id = 7503
pos = 0,0
postype = P1
stateno = 7503
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

;Lv.2/Lv.3
[State 3000, Super]
type = Helper
trigger1 = Time = 9 && root,var(1)
id = 7504
pos = 0,0
postype = P1
stateno = 7504
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

;Lv.2/Lv.3
[State 3000, Super]
type = Helper
trigger1 = Time = 9 && root,var(1)
id = 7505
pos = 0,0
postype = P1
stateno = 7505
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

;Lv.2/Lv.3
[State 3000, Super]
type = Helper
trigger1 = Time = 9 && root,var(1)=2
id = 7506
pos = 0,0
postype = P1
stateno = 7506
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

;Lv.2/Lv.3
[State 3000, Super]
type = Helper
trigger1 = Time = 9 && root,var(1)=2
id = 7507
pos = 0,0
postype = P1
stateno = 7507
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

;Lv.2/Lv.3
[State 3000, Super]
type = Helper
trigger1 = Time = 9 && root,var(1)=2
id = 7508
pos = 0,0
postype = P1
stateno = 7508
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[state 7500,removeExplod]
type = removeExplod
trigger1 = time=51

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=51

[Statedef 7501]
ctrl = 0
anim = 8050
velset = 0,0

[State 7500, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 7500, 1]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[state 8200, Explod]
type = Explod
trigger1 = Time=0 && !numexplod(7501)
anim = 7501
id = 7501
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
ignorehitpause = 1
removetime = -1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = 1
Id = 7501
scale = (.5+Time*.025),(.5+Time*.025)

[State -2, 1]
type = PalFX
trigger1 = 1
time = 1
add = -(Time*15),-(Time*15),-(Time*15)

[state 7500,removeExplod]
type = removeExplod
trigger1 = time=17

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=17

;スーパーコンボ発動エフェクト
[Statedef 7502]
ctrl = 0
anim = 7510
velset = 0,0
ownpal = 1
sprpriority = 100

[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2, 1]
type = Trans
trigger1 = 1
trans = add

[State -2, 1]
type = AngleAdd
trigger1 = 1
value = -5.3

[State 4900, ModifyExplod]
type = AngleDraw
trigger1 = time>=26
scale = .5,.5

[State 4900, ModifyExplod]
type = AngleDraw
trigger1 = time<26
scale = (1-Time*.02),(1-Time*.02)

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=50

;Lv.2・Lv.3スーパーコンボ発動エフェクト
[Statedef 7503]
ctrl = 0
anim = 7520
velset = 0,0
ownpal = 1
sprpriority = 99

;位置固定
[state 7500,trans]
type = Bindtoparent
trigger1 = time=0
pos = 0,0
time= 999

;影消去
[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;半透明化
[state 7500,trans]
type = Trans
trigger1 = 1
trans = add

;回転角度指定
[state 7500,trans]
type = AngleSet
trigger1 = time=0
value = 53

;回転角度増減
[state 7500,trans]
type = AngleAdd
trigger1 = time>10
value = -(time-10)*.075

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time<=10
scale = .5,.2+(time-1)*0.03

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time>10
scale = .5-(time-11)*0.025,.5

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=30

;Lv.2・Lv.3スーパーコンボ発動エフェクト
[Statedef 7504]
ctrl = 0
anim = 7520
velset = 0,0
ownpal = 1
sprpriority = 99

;位置固定
[state 7500,trans]
type = Bindtoparent
trigger1 = time=0
pos = 0,0
time= 999

;影消去
[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;半透明化
[state 7500,trans]
type = Trans
trigger1 = 1
trans = add

;回転角度指定
[state 7500,trans]
type = AngleSet
trigger1 = time=0
value = -65

;回転角度増減
[state 7500,trans]
type = AngleAdd
trigger1 = time>10
value = -(time-10)*.075

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time<=10
scale = .5,.2+(time-1)*0.03

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time>10
scale = .5-(time-11)*0.025,.5

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=30

;Lv.2・Lv.3スーパーコンボ発動エフェクト
[Statedef 7505]
ctrl = 0
anim = 7520
velset = 0,0
ownpal = 1
sprpriority = 99

;位置固定
[state 7500,trans]
type = Bindtoparent
trigger1 = time=0
pos = 0,0
time= 999

;影消去
[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;半透明化
[state 7500,trans]
type = Trans
trigger1 = 1
trans = add

;回転角度指定
[state 7500,trans]
type = AngleSet
trigger1 = time=0
value = 180

;回転角度増減
[state 7500,trans]
type = AngleAdd
trigger1 = time>10
value = -(time-10)*.075

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time<=10
scale = .5,.2+(time-1)*0.03

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time>10
scale = .5-(time-11)*0.025,.5

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=30


;Lv.2・Lv.3スーパーコンボ発動エフェクト
[Statedef 7506]
ctrl = 0
anim = 7520
velset = 0,0
ownpal = 1
sprpriority = 99

;位置固定
[state 7500,trans]
type = Bindtoparent
trigger1 = time=0
pos = 0,0
time= 999

;影消去
[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;半透明化
[state 7500,trans]
type = Trans
trigger1 = 1
trans = add

;回転角度指定
[state 7500,trans]
type = AngleSet
trigger1 = time=0
value = 137

;回転角度増減
[state 7500,trans]
type = AngleAdd
trigger1 = time>10
value = -(time-10)*.075

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time<=10
scale = .5,.2+(time-1)*0.03

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time>10
scale = .5-(time-11)*0.025,.5

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=30


;Lv.3スーパーコンボ発動エフェクト
[Statedef 7507]
ctrl = 0
anim = 7520
velset = 0,0
ownpal = 1
sprpriority = 99

;位置固定
[state 7500,trans]
type = Bindtoparent
trigger1 = time=0
pos = 0,0
time= 999

;影消去
[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;半透明化
[state 7500,trans]
type = Trans
trigger1 = 1
trans = add

;回転角度指定
[state 7500,trans]
type = AngleSet
trigger1 = time=0
value = -95

;回転角度増減
[state 7500,trans]
type = AngleAdd
trigger1 = time>10
value = -(time-10)*.075

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time<=10
scale = .5,.2+(time-1)*0.03

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time>10
scale = .5-(time-11)*0.025,.5

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=30


;Lv.2・Lv.3スーパーコンボ発動エフェクト
[Statedef 7508]
ctrl = 0
anim = 7520
velset = 0,0
ownpal = 1
sprpriority = 99

;位置固定
[state 7500,trans]
type = Bindtoparent
trigger1 = time=0
pos = 0,0
time= 999

;影消去
[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;半透明化
[state 7500,trans]
type = Trans
trigger1 = 1
trans = add

;回転角度指定
[state 7500,trans]
type = AngleSet
trigger1 = time=0
value = 20

;回転角度増減
[state 7500,trans]
type = AngleAdd
trigger1 = time>10
value = -(time-10)*.075

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time<=10
scale = .5,.2+(time-1)*0.03

;回転開始
[state 7500,trans]
type = AngleDraw
trigger1 = time>10
scale = .5-(time-11)*0.025,.5

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=30
;==========================================
;==========================================
;超必殺技発動エフェクト
[Statedef 7510]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 3150,PlaySnd]
type = PlaySnd
trigger1 = Time=1
value = 7000,1

[State 1000, 1]
type = AssertSpecial
trigger1 = time=[1,50]
flag = noFG
flag2 = noBG

[State 3000, Super]
type = Helper
trigger1 = Time = 1
id = 7514-(root,fvar(0)=1||root,fvar(0)=3)*12
pos = 0,0
postype = P1
stateno = 7514-(root,fvar(0)=1||root,fvar(0)=3)*12
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[state 8200, Explod]
type = Helper
trigger1 = time=1 || ((time=9 || time=17 || time=25) && root,var(1)=2)
id = 7512
pos = 0,0
postype = P1
stateno = 7512
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000, Super]
type = Helper
trigger1 = Time = 1
id = 7513
pos = 0,0
postype = P1
stateno = 7513
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000, Super]
type = Helper
trigger1 = Time = 1 || Time = 6 || Time = 11 || Time = 17
id = 7511-(root,fvar(0)=1||root,fvar(0)=3)*10
pos = 0,0
postype = P1
stateno = 7511-(root,fvar(0)=1||root,fvar(0)=3)*10
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1

[state 7500,removeExplod]
type = removeExplod
trigger1 = time=51

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=51


[Statedef 7511]
ctrl = 0
anim = 8050
velset = 0,0

[State 7500, 0]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 7500, 1]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[state 8200, Explod]
type = Explod
trigger1 = Time=0
anim = 7501
id = 7501
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
ignorehitpause = 1
removetime = -1
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .75,.75

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = 1
Id = 7501
scale = (.5+Time*.06),(.5+Time*.06)

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = 1
Id = 7501
scale = (.5+Time*.06),(.5+Time*.06)

[State -2, 1]
type = PalFX
trigger1 = 1
time = 1
add = -(Time*10),-(Time*10),-(Time*10)

[state 7500,removeExplod]
type = removeExplod
trigger1 = time=15

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=15

;超必殺技発動エフェクト
[Statedef 7512]
ctrl = 0
anim = 8050
velset = 0,0

[State -2, 1]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[state 8200, Explod]
type = Explod
trigger1 = time=0
anim = 7500
id = 7500
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
ignorehitpause = 1
removetime = -1;ifelse(parent,var(1)=2,32,8)
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = 2,.5

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = 1
Id = 7500
scale = (2-(Time*.125))*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1),(.625-(Time*.045))*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1)

[State -2, 1]
type = PalFX
trigger1 = 1
time = 1
add = 0-(Time*12),0-(Time*12),0-(Time*12)

[state 7500,DestroySelf]
type = RemoveExplod
trigger1 = time=15

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=15

;超必殺技発動エフェクト
[Statedef 7513]
ctrl = 0
anim = 7540
velset = 0,0
ownpal = 1
sprpriority = 98

[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2, 1]
type = Trans
trigger1 = 1
trans = add

[State -2, 1]
type = AngleAdd
trigger1 = 1
value = -5.3

[State 4900, ModifyExplod]
type = AngleDraw
trigger1 = root,var(1)!=2 && time<15
scale = .5*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1),.5*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1)

[State 4900, ModifyExplod]
type = AngleDraw
trigger1 = root,var(1)!=2 && time>=15
scale = (.5-(Time-15)*.0125)*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1),(.5-(Time-15)*.0125)*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1)

[State 4900, ModifyExplod]
type = AngleDraw
trigger1 = root,var(1)=2 && time<30
scale = .5*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1),.5*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1)

[State 4900, ModifyExplod]
type = AngleDraw
trigger1 = root,var(1)=2 && time>=30
scale = (.5-(Time-30)*.025)*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1),(.5-(Time-30)*.025)*ifelse((root,fvar(0)=1||root,fvar(0)=3),.75,1)

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=50

;超必殺技発動エフェクト
[Statedef 7514]
ctrl = 0
anim = 7510
velset = 0,0
ownpal = 1
sprpriority = 100

[state 7500,trans]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2, 1]
type = Trans
trigger1 = 1
trans = add

[State -2, 1]
type = AngleAdd
trigger1 = 1
value = -5.3

[State 4900, ModifyExplod]
type = AngleDraw
trigger1 = time>=26
scale = .75,.75

[State 4900, ModifyExplod]
type = AngleDraw
trigger1 = time<26
scale = (1.25-Time*.02),(1.25-Time*.02)

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=50

;==========================================
;==========================================
;スーパーコンボフィニッシュエフェクト
[Statedef 7530]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1
sprpriority = -10

[State 9000, Assert]
type = AssertSpecial
trigger1 = Time < 30
flag = NoMusic

[State 1000, 1]
type = AssertSpecial
trigger1 = time=[0,79]
flag = noFG
flag2 = noBG
flag3 = Globalnoshadow

[State 9000, Assert]
type = ChangeAnim
trigger1 = Time =0
value = 7530

[State 7530]
type = PosSet
trigger1 = 1
x = 0
y = -80

[State 8527]
type = PlaySnd
trigger1 = time=0
value = 8500,1

[State 7530]
type = AngleAdd
trigger1 = 1
value = 25

[State 7530]
type = AngleDraw
trigger1 = time<6
scale = .5+(time)*.025,.5+(time)*.025

[State 7530]
type = AngleDraw
trigger1 = time=[6,25]
scale = .625-(time-6)*.025,.625-(time-6)*.025

[State 7530]
type = AngleDraw
trigger1 = time=[26,80]
scale = .2+(time-26)*.025,.2+(time-26)*.025

[State 7530]
type = Trans
trigger1 = 1
trans = add

[State 7530]
type = DestroySelf
trigger1 = time=80


;~~~~~~~~~~~~~
;超必殺技フィニッシュエフェクト
[Statedef 7540]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 9000, Assert]
type = AssertSpecial
trigger1 = Time < 30
flag = NoMusic

[State 1000, 1]
type = AssertSpecial
trigger1 = time=[0,46]
flag = noFG
flag2 = noBG
flag3 = Globalnoshadow

[State 1000, 1]
type = EnvColor
trigger1 = time=[10,46]
time = 1
value = ifelse(8*(time-10)>255,255,8*(time-10)),ifelse(8*(time-10)>255,255,8*(time-10)),ifelse(8*(time-10)>255,255,8*(time-10))
under = 1

[State 1000, 1]
type = EnvColor
trigger1 = time=[46,56]
time = 1
value = ifelse(8*(time-46)>255,255,255-8*(time-46)),ifelse(8*(time-46)>255,255,255-8*(time-46)),ifelse(8*(time-46)>255,255,255-8*(time-46))
under = 1

[State 1000, 1]
type = BGPalFX
trigger1 = time=[56,82]
time = 1
add = 255-ifelse(8*(time-46)>255,255,8*(time-46)),255-ifelse(8*(time-46)>255,255,8*(time-46)),255-ifelse((time-46)*8>255,255,8*(time-46))

[State 7530]
type = DestroySelf
trigger1 = time=82
;==========================================
;==========================================
;オリジナルコンボ発動エフェクト
[Statedef 7600]
ctrl = 0
anim = 8050
velset = 0,0

[State 1000, 0]
type = BGPalFX
trigger1 = 1
time = 1
invertall = 1

[State 3150,PlaySnd]
type = PlaySnd
trigger1 = Time=1
value = 2400,0

[State -2, 1]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[state 8200, Explod]
type = Explod
trigger1 = Time=1 && !numexplod(7600)
anim = 7600
id = 7600
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 5
persistent = 0
supermove = 1
pausemovetime = -1
Supermovetime = -1
scale = 1,1

[state 8200, Explod]
type = Explod
trigger1 = Time=4 && !numexplod(7601)
anim = 7601
id = 7601
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
ignorehitpause = 1
sprpriority = 5
persistent = 0
supermove = 1
pausemovetime = -1
Supermovetime = -1
scale = .075,.075

[State -2, 1]
type = PalFX
trigger1 = time=18
time = 1
add = -100,-100,-100

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = Time < 18
Id = 7600
scale = (1-Time*.06),(1-Time*.06)

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = time>=18
Id = 7600
scale = (1-(Time-18)*.45),(1-(Time-18)*.45)

[State 4900, ModifyExplod]
type = ModifyExplod
trigger1 = time>=3
Id = 7601
scale = .075+(Time-3)*.075,.075+(Time-3)*.075

[state 7500,removeExplod]
type = removeExplod
trigger1 = time=30

[state 7500,DestroySelf]
type = DestroySelf
trigger1 = time=30

;==========================================
;==========================================
;パワー溜めエフェクト
[Statedef 7610]
ctrl = 0
anim = 8050
velset = 0,0

[State 4110, BindToParent]
type = BindToRoot
trigger1 = 1
pos = 0,0

[state 8200, Explod]
type = Explod
trigger1 = Time=0 && !numexplod(7610)
anim = 7610
id = 7610
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = -3
persistent = 0
scale = .5,.5

[state 8200, Explod]
type = Explod
trigger1 = Time=0 && !numexplod(7615)
anim = 7615
id = 7615
postype = p1
pos = 0,0
ownpal = 0
bindtime = -1
removetime = -1
ignorehitpause = 1
sprpriority = 3
persistent = 0
scale = .5,.5

[State 7600, ModifyExplod]
type = ModifyExplod
trigger1 = power = [0,199]
ID = 7615
scale  = .5,0

[State 7600, ModifyExplod]
type = ModifyExplod
trigger1 = power = [200,299]
ID = 7615
scale  = .5,.0625

[State 7600, ModifyExplod]
type = ModifyExplod
trigger1 = power = [300,499]
ID = 7615
scale  = .5,.1275

[State 7600, ModifyExplod]
type = ModifyExplod
trigger1 = power = [500,799]
ID = 7615
scale  = .5,.25

[State 7600, ModifyExplod]
type = ModifyExplod
trigger1 = power = [800,1000]
ID = 7615
scale  = .5,.5

[State 7610, RemoveExplod]
type = RemoveExplod
trigger1 = root,Anim!=950

[State 7610, DestroySelf]
type = DestroySelf
trigger1 = root,Anim!=950

;---------------------------------------------------------------------------
; ジャンプ開始エフェクト
[Statedef 7920]
ctrl = 0
anim = 8050
velset = 0,0

[State 7920, BindToRoot]
type = BindToRoot
trigger1 = Time > 0
pos = 0,0

[State 7920, Explod]
type = Explod
trigger1 = Time=0 && !numexplod(7920)
anim = 7920
pos = 0,0
postype = P1
ownpal = 0
sprpriority = 5
scale = .5,.5

[State 7920, Explod]
type = Explod
trigger1 = Time=0||Time=2||Time=6
anim = 7925
pos = 0,0
postype = P1
ownpal = 0
sprpriority = 5
scale = .5,.5

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = Time=12


;|||||||||||||||||||||||||
;ボーナスメッセージ
;|||||||||||||||||||||||||

;==========================================
;==========================================
;ボーナスメッセージ(BlOCKING/JUST DEFENCED)１段目
[Statedef 8500]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

;１段目出現中
[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(52)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8520

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(BlOCKING/JUST DEFENCED)２段目
[Statedef 8510]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

;２段目出現中
[State 6600, VarSet]
type = ParentVarSet
trigger1 = time = 0
var(53) = 1
ignorehitpause = 1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8520

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(BlOCKING/JUST DEFENCED)３段目
[Statedef 8520]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[state 8200, Explod]
type = Explod
trigger1 = time=0 && (root,stateno=[4000,4020])
trigger1 = teamside=1
anim = 8500
id = 8500
postype = Left
pos = 80,80
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5
;
[state 8200, Explod]
type = Explod
trigger1 = time=0 && (root,stateno=[4000,4020])
trigger1 = teamside=2
anim = 8530
id = 8500
postype = Right
pos = 80,80
ontop = 1
bindtime = -1
ignorehitpause = 1
removetime=100
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0 && (root,stateno=150||root,stateno=152||root,stateno=4120) && root,var(11)
trigger1 = teamside=1
anim = 8504
id = 8500
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ontop = 1
ignorehitpause = 1
removetime=100
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0 && (root,stateno=150||root,stateno=152||root,stateno=4120) && root,var(11)
trigger1 = teamside=2
anim = 8534
id = 8500
postype = Right
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=1
Id = 8500
postype = Left
pos = ceil(-33+(time*14)),90+ifelse(Ishelper(8500),0,ifelse(Ishelper(8510),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=2
Id = 8500
postype = Right
pos = ceil(33-(time*14)),90+ifelse(Ishelper(8500),0,ifelse(Ishelper(8510),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time>60
Id = 8500
scale = .5,.5-((time-60)*.05)
ignorehitpause = 1

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8560
pos = ifelse((facing=-1&&teamside=1)||(facing=1&&teamside=2),260,60), 90+ifelse(Ishelper(8500),0,ifelse(Ishelper(8510),20,40))
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[state 8200, RemoveExplod1]
type = RemoveExplod
trigger1 = Time=70
trigger2 = Time>1 && ((Parent,StateNo=[4000,4020]) || (Parent,var(49)=1 && (parent,stateno=150 || parent,stateno=152 || parent,stateno=154 || parent,stateno=4120))) && root,time=1
Id = 8500

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time = 70
trigger2 = Time>1 && ((Parent,StateNo=[4000,4020]) || (Parent,var(49)=1 && (parent,stateno=150 || parent,stateno=152 || parent,stateno=154 || parent,stateno=4120))) && root,time=1

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;カウンターヒットエフェクト
[Statedef 7550]
anim = 8050
velset = 0,0
ctrl = 0

[State 7500,varset]
type = Parentvarset
trigger1 = time=0
var(14)=0

[State 7500, 1]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 6100, Explod]
type = Explod
trigger1 = Time=0&&!NumExplod(7500); && time<6
anim = 7550
id = 7550
postype = P1
pos = 0,0
sprpriority = 6
bindtime = -1
removetime = -1
persistent = 0
ownpal = 0
ignorehitpause = 1
pausemovetime = 9999
Supermovetime = 9999
scale = .275,.275

[State 6100,ExPlod]
type = ModifyExplod
trigger1 = 1
id = 7550
scale = .275+(time*.05),.275+(time*.05)
ignorehitpause=1

[State 7500, 1]
type = PalFX
trigger1 = time = 5
time = 1
add = -50,-50,-50

[State 7500, 1]
type = PalFX
trigger1 = time = 6
time = 1
add = -120,-120,-120

[State 7500, 1]
type = PalFX
trigger1 = time = 7
time = 1
add = -190,-190,-190

[State 6100,ExPlod]
type = RemoveExplod
trigger1 = NumExplod(7550) && Time=8
id = 7550

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time=8

;=======================================
;ボーナスメッセージ(COUNTER HIT)１段目
[Statedef 8501]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(52)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8521

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(COUNTER HIT)２段目
[Statedef 8511]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(53)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8521

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(COUNTER HIT)３段目
[Statedef 8521]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=1
anim = 8501
id = 8500
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=2
anim = 8531
id = 8500
postype = Right
pos = -100,-200
ownpal = 1
removetime=100
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5


[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=1
Id = 8500
postype = Left
pos = ceil(-33+(time*14)),90+ifelse(Ishelper(8501),0,ifelse(Ishelper(8511),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=2
Id = 8500
postype = Right
pos = ceil(33-(time*14)),90+ifelse(Ishelper(8501),0,ifelse(Ishelper(8511),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time>60
Id = 8500
scale = .5,.5-((time-60)*.05)
ignorehitpause = 1

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8560
pos = ifelse((facing=-1&&teamside=1)||(facing=1&&teamside=2),260,60), 90+ifelse(Ishelper(8501),0,ifelse(Ishelper(8511),20,40))
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[state 8200, RemoveExplod1]
type = RemoveExplod
trigger1 = Time=70
Id = 8500

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time = 70

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(First Attack)１段目
[Statedef 8502]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(52)=1

[state 8200, RemoveExplod1]
type = ChangeState
trigger1 = Time=0
value = 8522
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(First Attack)２段目
[Statedef 8512]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(53)=1

[state 8200, RemoveExplod1]
type = ChangeState
trigger1 = Time=0
value = 8522
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(First Attack)３段目
[Statedef 8522]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8502]
type = ParentVarSet
trigger1 = time=0
var(26)=-1

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=1
anim = 8502
id = 8500
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=2
anim = 8532
id = 8500
postype = Right
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5


[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=1
Id = 8500
postype = Left
pos = ceil(-33+(time*14)),90+ifelse(Ishelper(8502),0,ifelse(Ishelper(8512),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=2
Id = 8500
postype = Right
pos = ceil(33-(time*14)),90+ifelse(Ishelper(8502),0,ifelse(Ishelper(8512),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time>60
Id = 8500
scale = .5,.5-((time-60)*.05)
ignorehitpause = 1

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8560
pos = ifelse((facing=-1&&teamside=1)||(facing=1&&teamside=2),260,60), 90+ifelse(Ishelper(8502),0,ifelse(Ishelper(8512),20,40))
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[state 8200, RemoveExplod1]
type = RemoveExplod
trigger1 = Time=70
Id = 8500

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time = 70
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(GUARD CANCEL)１段目
[Statedef 8503]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(52)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8523
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(GUARD CANCEL)２段目
[Statedef 8513]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(53)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8523
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(GUARD CANCEL)３段目
[Statedef 8523]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=1
anim = 8503
id = 8500
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=2
anim = 8533
id = 8500
postype = Right
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5


[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=1
Id = 8500
postype = Left
pos = ceil(-33+(time*14)),90+ifelse(Ishelper(8503),0,ifelse(Ishelper(8513),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=2
Id = 8500
postype = Right
pos = ceil(33-(time*14)),90+ifelse(Ishelper(8503),0,ifelse(Ishelper(8513),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time>60
Id = 8500
scale = .5,.5-((time-60)*.05)
ignorehitpause = 1

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8560
pos = ifelse((facing=-1&&teamside=1)||(facing=1&&teamside=2),260,60), 90+ifelse(Ishelper(8503),0,ifelse(Ishelper(8513),20,40))
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 8200, DestroySelf]
type = RemoveExplod
trigger1 = Time = 70
Id = 8500

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time = 70
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(REVERSAL)１段目
[Statedef 8504]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(52)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8524

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(REVERSAL)２段目
[Statedef 8514]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(53)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8524

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(REVERSAL)３段目
[Statedef 8524]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8502]
type = ParentVarSet
trigger1 = time=0
var(27)=0

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=1
anim = 8505
id = 8500
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=2
anim = 8535
id = 8500
postype = Right
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5


[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=1
Id = 8500
postype = Left
pos = ceil(-33+(time*14)),90+ifelse(Ishelper(8504),0,ifelse(Ishelper(8514),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=2
Id = 8500
postype = Right
pos = ceil(33-(time*14)),90+ifelse(Ishelper(8504),0,ifelse(Ishelper(8514),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time>60
Id = 8500
scale = .5,.5-((time-60)*.05)
ignorehitpause = 1

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8560
pos = ifelse((facing=-1&&teamside=1)||(facing=1&&teamside=2),260,60), 90+ifelse(Ishelper(8504),0,ifelse(Ishelper(8514),20,40))
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 8200, DestroySelf]
type = RemoveExplod
trigger1 = Time = 70
Id = 8500

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time = 70
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(Tech Bonus)１段目
[Statedef 8505]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(52)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8525

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(Tech Bonus)２段目
[Statedef 8515]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(53)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8525

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(Tech Bonus)３段目
[Statedef 8525]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = ifelse(root,stateno=831,teamside=2,teamside=1)
anim = 8506
id = 8500
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = ifelse(root,stateno=831,teamside=1,teamside=2)
anim = 8536
id = 8500
postype = Right
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[state 8200, varset]
type = varset
trigger1 = Time=0
var(1)=0

[state 8200, varset]
type = varset
trigger1 = Time=0
var(1)=root,stateno=831

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && ifelse(var(1),teamside=2,teamside=1)
Id = 8500
postype = Left
pos = ceil(-33+(time*14)),90+ifelse(Ishelper(8505),0,ifelse(Ishelper(8515),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && ifelse(var(1),teamside=1,teamside=2)
Id = 8500
postype = Right
pos = ceil(33-(time*14)),90+ifelse(Ishelper(8505),0,ifelse(Ishelper(8515),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time>60
Id = 8500
scale = .5,.5-((time-60)*.05)
ignorehitpause = 1

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8560
pos = ifelse((facing=-1&&teamside=1)||(facing=1&&teamside=2),ifelse(var(1),60,260),ifelse(var(1),260,60)), 90+ifelse(Ishelper(8505),0,ifelse(Ishelper(8515),20,40))
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 8200, DestroySelf]
type = RemoveExplod
trigger1 = Time = 70
id = 8500

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time = 70

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(GUARD CLASH)１段目
[Statedef 8507]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(52)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8527

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(GUARD CLASH)２段目
[Statedef 8517]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = parentvarset
trigger1 = time=0
var(53)=1

[state 8500]
type = ChangeState
trigger1 = time=0
value = 8527

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(GUARD CLASH)３段目
[Statedef 8527]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = varset
trigger1 = time=0&&(P2stateno=15915||P2stateno=15925||P2stateno=15935||P2stateno=5910||P2stateno=5920||P2stateno=5930)&&P2movetype=I
var(10)=1

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = ifelse(var(10)=1,teamside=1,teamside=2)
anim = 8513
id = 8507
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = ifelse(var(10)=1,teamside=2,teamside=1)
anim = 8543
id = 8507
postype = Right
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = ifelse(var(10)=1,teamside=2,teamside=1)
anim = 8514
id = 8508
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = ifelse(var(10)=1,teamside=1,teamside=2)
anim = 8544
id = 8508
postype = Right
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5


[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8507) && Time<10 && ifelse(var(10)=1,teamside=1,teamside=2)
Id = 8507
postype = Left
pos = ceil(-33+(time*14)),90+ifelse(Ishelper(8507),0,ifelse(Ishelper(8517),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8507) && Time<10 && ifelse(var(10)=1,teamside=2,teamside=1)
Id = 8507
postype = Right
pos = ceil(33-(time*14)),90+ifelse(Ishelper(8507),0,ifelse(Ishelper(8517),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8508) && Time<10 && ifelse(var(10)=1,teamside=2,teamside=1)
Id = 8508
postype = Left
pos = ceil(-33+(time*14)),90+ifelse(Ishelper(8507),0,ifelse(Ishelper(8517),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8508) && Time<10 && ifelse(var(10)=1,teamside=1,teamside=2)
Id = 8508
postype = Right
pos = ceil(33-(time*14)),90+ifelse(Ishelper(8507),0,ifelse(Ishelper(8517),20,40))
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8507) && Time>60
Id = 8507
scale = .5,.5-((time-60)*.05)
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8508) && Time>70
Id = 8508
scale = .5,.5-((time-70)*.05)
ignorehitpause = 1

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8560
pos = ifelse((facing=-1&&ifelse(var(10)=1,teamside=2,teamside=1))||(facing=1&&ifelse(var(10)=1,teamside=1,teamside=2)),260,60), 90+ifelse(Ishelper(8507),0,ifelse(Ishelper(8517),20,40))
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8561
pos = ifelse((facing=-1&&ifelse(var(10)=1,teamside=2,teamside=1))||(facing=1&&ifelse(var(10)=1,teamside=1,teamside=2)),60,260), 90+ifelse(Ishelper(8507),0,ifelse(Ishelper(8517),20,40))
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[state 8200, RemoveExplod1]
type = RemoveExplod
trigger1 = Time=70
Id = 8507

[state 8200, RemoveExplod1]
type = RemoveExplod
trigger1 = Time=70
Id = 8508

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time = 70

;=======================================
;ボーナスメッセージ(GOOD,GREAT,VERY GOOD,WONDERFULL,FANTASTIC!,!!)１段目
[Statedef 8508]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[state 8500]
type = varset
trigger1 = time=0||(parent,var(16)>var(16)&&var(16)>0)
var(16) = parent,var(16)

[state 8500]
type = varset
trigger1 = var(16)>0&&(!parent,var(16)||parent,var(16)<var(16))
var(16) = -1*var(16)

[state 8500]
type = ChangeState
trigger1 = var(16)<-1
value = 8518

[state 8500]
type = DestroySelf
trigger1 = (var(16)=[-1,0])

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(GOOD,GREAT,VERY GOOD,WONDERFULL,FANTASTIC!,!!)待機
[Statedef 8518]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[state 8500]
type = ChangeState
trigger1 = time=40
value = 8528

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;ボーナスメッセージ(GOOD,GREAT,VERY GOOD,WONDERFULL,FANTASTIC!,!!)
[Statedef 8528]
ctrl = 0
anim = 8050
velset = 0,0
ownpal = 1

[State 8500,VelSet]
type = varset
trigger1 = time=0
var(1) = ifelse(!root,var(52),0,ifelse(!root,var(53),1,2))

[State 8500,VelSet]
type = parentvarset
trigger1 = (time=[1,69]) && !var(1)
var(52)=1

[State 8500,VelSet]
type = parentvarset
trigger1 = (time=[1,69]) && var(1)=1
var(53)=1

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=1
anim = 8515-ifelse(var(16)<-11,-9,(var(16)+2))
id = 8500
postype = Left
pos = -100,-200
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime=100
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 8230, Explod]
type = Explod
trigger1 = time=0
trigger1 = teamside=2
anim = 8545-ifelse(var(16)<-11,-9,(var(16)+2))
id = 8500
postype = Right
pos = -100,-200
ownpal = 1
removetime=100
bindtime = -1
ignorehitpause = 1
ontop = 1
facing = 1
pausemovetime = -1
supermovetime = -1
scale = .5,.5


[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=1
Id = 8500
postype = Left
pos = ceil(-33+(time*14)),90+var(1)*20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time<10 && teamside=2
Id = 8500
postype = Right
pos = ceil(33-(time*14)),90+var(1)*20
ignorehitpause = 1

[state 8200, ModifyExplod1]
type = ModifyExplod
trigger1 = NumExplod(8500) && Time>60
Id = 8500
scale = .5,.5-((time-60)*.05)
ignorehitpause = 1

[State 1000, Spark]
type = Explod
trigger1 = Time = 70
Anim = 8560
id = 8560
pos = ifelse((facing=-1&&teamside=1)||(facing=1&&teamside=2),260,60), 90+var(1)*20
postype = Back
ownpal = 1
ontop = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 8500,VelSet]
type = parentvarset
trigger1 = time=70 && !var(1)
var(52)=0

[State 8500,VelSet]
type = parentvarset
trigger1 = time=70 && var(1)=1
var(53)=0

[state 8200, RemoveExplod1]
type = RemoveExplod
trigger1 = Time=70
Id = 8500

[State 8200, DestroySelf]
type = DestroySelf
trigger1 = Time = 70

