;------------------------------------------------------------------------------------------
;****************************************
;弱ショルダータックル
;****************************************
[Statedef 1000]
type    = S
movetype = A
physics = S
anim = 1000
juggle = 15
velset = 0,0
ctrl = 0
poweradd = 4*var(5)

[State 200,VarSet]
type = VarSet
trigger1 = Time=0
var(2) = 0

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

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 700, 1
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage    = ifelse(ceil(28*fvar(7))<7,7,ceil(28*fvar(7))),ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(28*fvar(7))/8)<7,7,ceil(ceil(28*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7200+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -50
hitsound = S1,2
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = ifelse((AnimElem=3),32,27)
ground.hittime = ifelse((AnimElem=3),32,27)
air.hittime = 13
ground.velocity = 0
guard.velocity = 0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = -8.65
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(4*1.0/2)))<0,0,-8.65)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.time = 12*var(14)
palfx.add = 255,255,255
palfx.mul = 128,128,128

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

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

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 5
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage    = ifelse(ceil(28*fvar(7))<7,7,ceil(28*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(28*fvar(7))/8)<7,7,ceil(ceil(28*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7200+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -50
hitsound = S1,2
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime = 22
air.hittime = 13
ground.velocity = -10.65
guard.velocity = -10.65
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = -18.65
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(4*1.0/2)))<0,0,-18.65)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.time = 12*var(14)
palfx.add = 255,255,255
palfx.mul = 128,128,128

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

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

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=6
movetype = I

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
x = 3.0

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElem=7
x = 0

[State 200,VarSet]
type = VarSet
triggerall = !fvar(38)
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
trigger1 = command="recovery"
var(2) = 1

[State 200,VarSet]
type = VarSet
triggerall = !fvar(38)
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
trigger1 = command="ab" || command="bc" || command="ac"
var(2) = 2

[State 200,VarSet]
type = VarSet
triggerall = fvar(38)
trigger1 = AnimElemTime(6)=0
trigger1 = var(54)%5!=0 && !var(2)
var(2) = ifelse(random%7<4,1,2)
persistent=0

[State -2]
type = varAdd
trigger1 = numtarget && movehit=1 && !var(21)
trigger1 = (target,stateno=840||(target,stateno=[5000,5999])) && target,time=1 && movehit
var(15) = 4
ignorehitpause=1

[State 1010, 3]
type = ChangeState
trigger1 = var(2)=1 && AnimElemTime(7)=1
value = 1100

[State 1010, 3]
type = ChangeState
trigger1 = var(2)=2 && AnimElemTime(7)=1
value = 1200

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;中ショルダータックル
[Statedef 1010]
type    = S
movetype = A
physics = S
anim = 1000
juggle = 15
velset = 0,0
ctrl = 0
poweradd = 4*var(5)

[State 200,VarSet]
type = VarSet
trigger1 = Time=0
var(2) = 0

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

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 700, 1
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage    = ifelse(ceil(28*fvar(7))<7,7,ceil(28*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(28*fvar(7))/8)<7,7,ceil(ceil(28*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7200+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -50
hitsound = S1,2
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = ifelse((AnimElem=3),32,27)
ground.hittime = ifelse((AnimElem=3),32,27)
air.hittime = 13
ground.velocity = 0
guard.velocity = 0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(4*1.0/2)))<0,0,0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.time = 12*var(14)
palfx.add = 255,255,255
palfx.mul = 128,128,128

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

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

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 5
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage    = ifelse(ceil(28*fvar(7))<7,7,ceil(28*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(28*fvar(7))/8)<7,7,ceil(ceil(28*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7200+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -50
hitsound = S1,2
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime = 22
air.hittime = 13
ground.velocity = -10.65
guard.velocity = -10.65
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = -18.65
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(4*1.0/2)))<0,0,-18.65)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.time = 12*var(14)
palfx.add = 255,255,255
palfx.mul = 128,128,128

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

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

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=6
movetype = I

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
x = 3.75

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElem=7
x = 0

[State 200,VarSet]
type = VarSet
triggerall = !fvar(38)
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
trigger1 = command="recovery"
var(2) = 1

[State 200,VarSet]
type = VarSet
triggerall = !fvar(38)
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
trigger1 = command="ab" || command="bc" || command="ac"
var(2) = 2

[State 200,VarSet]
type = VarSet
triggerall = fvar(38)
trigger1 = AnimElemTime(6)=0
trigger1 = var(54)%4!=0 && !var(2)
var(2) = ifelse(random%7<4,1,2)
persistent=0

[State 1010, 3]
type = ChangeState
trigger1 = var(2)=1 && AnimElemTime(7)=1
value = 1100

[State 1010, 3]
type = ChangeState
trigger1 = var(2)=2 && AnimElemTime(7)=1
value = 1200

[State -2]
type = varAdd
trigger1 = numtarget && movehit=1 && !var(21)
trigger1 = (target,stateno=840||(target,stateno=[5000,5999])) && target,time=1 && movehit
var(15) = 4
ignorehitpause=1

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;強ショルダータックル
[Statedef 1020]
type    = S
movetype = A
physics = S
anim = 1000
juggle = 15
velset = 0,0
ctrl = 0
poweradd = 4*var(5)

[State 200,VarSet]
type = VarSet
trigger1 = Time=0
var(2) = 0

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

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 700, 1
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage    = ifelse(ceil(28*fvar(7))<7,7,ceil(28*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(28*fvar(7))/8)<7,7,ceil(ceil(28*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7200+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -50
hitsound = S1,2
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = ifelse((AnimElem=3),32,27)
ground.hittime = ifelse((AnimElem=3),32,27)
air.hittime = 13
ground.velocity = 0
guard.velocity = 0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(4*1.0/2)))<0,0,0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.time = 12*var(14)
palfx.add = 255,255,255
palfx.mul = 128,128,128

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

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

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 5
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage    = ifelse(ceil(28*fvar(7))<7,7,ceil(28*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(28*fvar(7))/8)<7,7,ceil(ceil(28*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7200+(random%8)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -50
hitsound = S1,2
guardsound = S0, 0
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime = 22
air.hittime = 13
ground.velocity = -10.65
guard.velocity = -10.65
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = -18.65
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(4*1.0/2)))<0,0,-18.65)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.time = 12*var(14)
palfx.add = 255,255,255
palfx.mul = 128,128,128

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

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

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=6
movetype = I

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
x = 4.5

[State 200,StateTypeSet]
type = VelSet
trigger1 = AnimElem=7
x = 0

[State 200,VarSet]
type = VarSet
triggerall = !fvar(38)
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
trigger1 = command="recovery"
var(2) = 1

[State 200,VarSet]
type = VarSet
triggerall = !fvar(38)
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(7)<0
trigger1 = command="ab" || command="bc" || command="ac"
var(2) = 2

[State 200,VarSet]
type = VarSet
triggerall = fvar(38)
trigger1 = AnimElemTime(6)=0
trigger1 = var(54)%4!=0 && !var(2)
var(2) = ifelse(random%7<4,1,2)
persistent=0

[State -2]
type = varAdd
trigger1 = numtarget && movehit=1 && !var(21)
trigger1 = (target,stateno=840||(target,stateno=[5000,5999])) && target,time=1 && movehit
var(15) = 4
ignorehitpause=1

[State 1010, 3]
type = ChangeState
trigger1 = var(2)=1 && AnimElemTime(7)=1
value = 1100

[State 1010, 3]
type = ChangeState
trigger1 = var(2)=2 && AnimElemTime(7)=1
value = 1200

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;****************************************
;クロノス・ラッシュ
;****************************************
[Statedef 1100]
type = S
movetype = A
physics = S
juggle = 15
ctrl = 0
velset = 0,0
anim = 1100
poweradd = 0

[State 1000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 12

[State 420,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 700, 0
channel = 1

[State 220,Hitdef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage    = ifelse(ceil(70*fvar(7))<7,7,ceil(70*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(70*fvar(7))/8)<7,7,ceil(ceil(70*fvar(7))/8)))
animtype = Hard
guardflag = H
hitflag = MAF
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = S7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-86
hitsound = S1, 12
guardsound = S0, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5.0,-6.0
guard.velocity = -11.0+(((var(21))*11.0)/2)
air.velocity = -5.0,-6.0
air.cornerpush.veloff = 0
yaccel = .5
fall.recover= 0
air.recover=0
fall.xvelocity= -2.0
fall = 1
air.fall = 1
getpower = ifelse(var(16),4,12)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
priority = 5,Hit
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(10*1.0/2)))<0,0,-22.0)
palfx.color = ifelse(fvar(1),60,255)
palfx.mul = ifelse(fvar(1),255,128),ifelse(fvar(1),255,128),ifelse(fvar(1),255,128)
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,26-(var(21)>0)*5),ifelse(var(14),10,0))
palfx.sinadd = 120,120,120,ifelse(fvar(1),3,0)
palfx.add = ifelse(fvar(1),0,255),ifelse(fvar(1),0,255),ifelse(fvar(1),0,255)

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -86

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State -2]
type = varAdd
trigger1 = numtarget && movehit=1 && !var(21)
trigger1 = (target,stateno=840||(target,stateno=[5000,5999])) && target,time=1 && movehit
var(15) = 10
ignorehitpause=1

[State 260,Exit]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl =1

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;****************************************
;アキレス・ラッシュ
;****************************************
[Statedef 1200]
type = S
movetype = A
physics = S
juggle = 15
ctrl = 0
velset = 0,0
anim = 1200
poweradd = 0

[State 1000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 12

[State 420,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 700, 1
channel = 1

[State 220,Hitdef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage    = ifelse(ceil(56*fvar(7))<7,7,ceil(56*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(56*fvar(7))/8)<7,7,ceil(ceil(56*fvar(7))/8)))
animtype = hard
air.animtype = back
guardflag = L
hitflag = MAF
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = S7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-3
hitsound = S1, 12
guardsound = S0, 0
ground.type = Trip
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1,-6.5
guard.velocity = -11.0+(((var(21))*11.0)/2)
air.velocity = -1,-6.5
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
getpower = ifelse(var(16),4,12)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(8*1.0/2)))<0,0,-22.0)
priority = 5,Hit
palfx.color = ifelse(fvar(1),60,255)
palfx.mul = ifelse(fvar(1),255,128),ifelse(fvar(1),255,128),ifelse(fvar(1),255,128)
palfx.time = ifelse(fvar(1),ifelse(P2statetype=A,40,31-(var(21)>0)*6),ifelse(var(14),10,0))
palfx.sinadd = 120,120,120,ifelse(fvar(1),3,0)
palfx.add = ifelse(fvar(1),0,255),ifelse(fvar(1),0,255),ifelse(fvar(1),0,255)

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -3

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State -2]
type = varAdd
trigger1 = numtarget && movehit=1 && !var(21)
trigger1 = (target,stateno=840||(target,stateno=[5000,5999])) && target,time=1 && movehit
var(15) = 8
ignorehitpause=1

[State 260,Exit]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl =1


;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;****************************************
;ガイア・ドライバー
;****************************************

;弱ガイア・ドライバー
[Statedef 1300]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1300

[State 1100, VarSet]
type = VarSet
trigger1 = Time=0
var(1)=0

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

[State 1100,Change]
type = ChangeState
trigger1 = Time=0
value = 1350
ctrl = 0

;中ガイア・ドライバー
[Statedef 1310]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1310

[State 1110, VarSet]
type = VarSet
trigger1 = Time=0
var(1)=1

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

[State 1110,Change]
type = ChangeState
trigger1 = Time=0
value = 1350
ctrl = 0

;強ガイア・ドライバー
[Statedef 1320]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1320

[State 1120, VarSet]
type = VarSet
trigger1 = Time=0
var(1)=2

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

[State 1120,Change]
type = ChangeState
trigger1 = Time=0
value = 1350
ctrl = 0

;攻撃判定
[Statedef 1350]
type = S
movetype = A
physics = S
juggle = 8+(P2Statetype=A && P2Movetype=H)*8
poweradd = 4*var(5)
ctrl = 0
velset = 0,0

[State 800, 1]
type = HitDef
triggerall = P2MoveType!=H && !var(21)
triggerall = P2StateNo!=[150,155]
triggerall = P2StateNo!=40
triggerall = AnimElem = 2
trigger1 = P2dist X<=ifelse(var(1)=2,90,ifelse(var(1)=1,96,102))
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1351
p2stateno = 1356
guard.dist = 0
numhits = 0
getpower = 8*var(5)
givepower = 2*var(6)

[State 800, 1]
type = HitDef
triggerall = var(21)
triggerall = P2StateNo!=[150,155]
triggerall = P2StateNo!=40
triggerall = AnimElem = 2
trigger1 = P2dist X<=ifelse(var(1)=2,90,ifelse(var(1)=1,96,102))
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1351
p2stateno = 1356
guard.dist = 0
numhits = 0
getpower = 8*var(5)
givepower = 2*var(6)

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

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

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

;ガイア・ドライバー
[Statedef 1351]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1351

[state 1350]
type = StatetypeSet
trigger1 = AnimElem =2
statetype = A
physics = N

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

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

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

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

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

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

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

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

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

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

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem =2
y = -7.5-var(1)*1.5

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

[State 1100]
type = ChangeState
trigger1 = Vel Y>0 && Pos Y>=0
value = 1352

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

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

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

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

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

[State 1000,PlaySnd]
type = targetLifeAdd
trigger1 = AnimElem=1
value = -ifelse(ceil(ifelse(var(1)=2,168,ifelse(var(1)=1,161,154))*fvar(7))<7,7,ceil(ifelse(var(1)=2,168,ifelse(var(1)=1,161,154))*fvar(7)))

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

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

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

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

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

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

[State 1000,PlaySnd]
type = targetstate
trigger1 = AnimElem=1
value = 1357

[State 7]
type = PosSet
trigger1 = time=0
y = 0

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

[state 1000,exit]
type = ChangeState
trigger1 = AnimTime=0
value = 1353

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

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

[state 1000,exit]
type = ChangeState
trigger1 = Vel Y>0 && Pos Y>=0
value = 1354

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

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

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

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

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

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

;---------------------------------------------------------------------------
;相手
[Statedef 1356]
type    = A
movetype= H
physics = N
velset = 0,0

[State 802, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1356

[State 802, 1]
type = ScreenBound
Trigger1 = 1
value = 1
;---------------------------------------------------------------------------
;相手叩きつけ
[Statedef 1357]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 803, 2]
type = ChangeState
Trigger1 = time=12
value = 1358
;---------------------------------------------------------------------------
;相手吹き飛び
[Statedef 1358]
type    = A
movetype= H
physics = N
velset = -4,-7

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

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

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

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

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

;------------------------------------------------------------------------------------------
;****************************************
;弱マーズ・スラッシュ
;****************************************
[Statedef 1400]
type    = S
movetype = A
physics = S
anim = 1400
juggle = 15
velset = 0,0
ctrl = 0
poweradd = 4*var(5)

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2, 12

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 10
value = 700, 0
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 10
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(42*fvar(7))<7,7,ceil(42*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(42*fvar(7))/8)<7,7,ceil(ceil(42*fvar(7))/8)))
pausetime = floor(2/ifelse(var(21),2,1)),ceil(3/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -106
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 27
ground.hittime = 27
air.hittime = 13
ground.velocity = -3.0,-7.0
guard.velocity = 0
air.velocity = -3.0,-7.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(6*1.0/2)))<0,0,-4.0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = 60
palfx.time = 44
palfx.add = 104,104,172;80,40,80;64,64,144
palfx.mul = 128,128,192;180,180,255

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -106

[State 1010, 1]
type = Hitdef
triggerall = var(18)<2||var(56)
trigger1 = AnimElem = 11
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(56*fvar(7))<7,7,ceil(56*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(56*fvar(7))/8)<7,7,ceil(ceil(56*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -16
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 27
ground.hittime = 27
air.hittime = 13
ground.velocity = -3.0,-7.0
guard.velocity = -11.0
air.velocity = -3.0,-7.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(8*1.0/2)))<0,0,-22.0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = 60
palfx.time = 44
palfx.add = 104,104,172;80,40,80;64,64,144
palfx.mul = 128,128,192;180,180,255

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -14

[State 200,StateTypeSet]
type = PlaySND
trigger1 = Movehit=1 && AnimElemTime(10)>0 && AnimElemTime(11)<=0
value = 1,16
persistent=0
ignorehitpause=1
channel = 30

[State 200,StateTypeSet]
type = PlaySND
trigger1 = Movehit=1 && AnimElemTime(11)>0 && AnimElemTime(12)<=0
value = 1,16
persistent=0
ignorehitpause=1
channel = 30

[State 200,StateTypeSet]
type = PlaySND
trigger1 = Movehit=1 && AnimElemTime(12)>0 && AnimElemTime(13)<=0
value = 1,16
persistent=0
ignorehitpause=1
channel = 30

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=13
movetype = I

[State -2]
type = varAdd
trigger1 = numtarget && movehit=1 && !var(21)
trigger1 = (target,stateno=840||(target,stateno=[5000,5999])) && target,time=1 && movehit
var(15) = ifelse(AnimElemTime(11)<0,6,8)
ignorehitpause=1

;========感電処理

[state -2]
type = varset
triggerall = !Numhelper(8900)
triggerall = numtarget
triggerall = target,statetype!=A
trigger1 = movehit
fvar(1) = 1
ignorehitpause = 1

[state -2]
type = varset
triggerall = fvar(1)<=1||fvar(1)>2
triggerall = numtarget
triggerall = target,statetype=A
trigger1 = movehit
fvar(1) = 2
ignorehitpause = 1

[State -3, Super]
type = Helper
triggerall = !NumHelper(8900)
trigger1 = fvar(1)=[1,2]
id = 8900
name = "electric"
pos = 0,0
postype = P2
stateno = 8900+(fvar(1)=2)*05
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;****************************************
;中マーズ・スラッシュ
;****************************************
[Statedef 1410]
type    = S
movetype = A
physics = S
anim = 1410
juggle = 15
velset = 0,0
ctrl = 0
poweradd = 4*var(5)

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2, 12

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 10
value = 700, 0
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 10
attr = S, SA
hitflag = MAF
guardflag = H
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(56*fvar(7))<7,7,ceil(56*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(56*fvar(7))/8)<7,7,ceil(ceil(56*fvar(7))/8)))
pausetime = floor(2/ifelse(var(21),2,1)),ceil(3/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -106
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 27
ground.hittime = 27
air.hittime = 13
ground.velocity = -3.0,-7.0
guard.velocity = 0
air.velocity = -3.0,-7.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(8*1.0/2)))<0,0,-4.0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = 176;96
palfx.time = 44
palfx.add = 200,200,255;0,64,255
palfx.mul = 128,128,184;156,156,255

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -106

[State 1010, 1]
type = Hitdef
triggerall = var(18)<2||var(56)
trigger1 = AnimElem = 11
attr = S, SA
hitflag = MAF
guardflag = H
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(70*fvar(7))<7,7,ceil(70*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(70*fvar(7))/8)<7,7,ceil(ceil(70*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -16
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 27
ground.hittime = 27
air.hittime = 13
ground.velocity = -3.0,-7.0
guard.velocity = -11.0
air.velocity = -3.0,-7.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(10*1.0/2)))<0,0,-22.0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = 176;96
palfx.time = 44
palfx.add = 200,200,255;0,64,255
palfx.mul = 128,128,184;156,156,255

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -14

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=13
movetype = I

[State -2]
type = varAdd
trigger1 = numtarget && movehit=1 && !var(21)
trigger1 = (target,stateno=840||(target,stateno=[5000,5999])) && target,time=1 && movehit
var(15) = ifelse(AnimElemTime(11)<0,8,10)
ignorehitpause=1

;========氷処理
[state -2]
type = varset
triggerall = !Numhelper(8950)
triggerall = numtarget
trigger1 = movehit
fvar(1) = 21
ignorehitpause = 1

[State -3, Super]
type = Helper
triggerall = !NumHelper(8950)
trigger1 = fvar(1)=21
id = 8950
name = "ice"
pos = 0,0
postype = P2
stateno = 8950
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;****************************************
;強マーズ・スラッシュ
;****************************************
[Statedef 1420]
type    = S
movetype = A
physics = S
anim = 1420
juggle = 15
velset = 0,0
ctrl = 0
poweradd = 4*var(5)

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2, 12

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

[State 1010, Effect]
type = PlaySnd
trigger1 = AnimElem = 10
value = 700, 0
channel = 1

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 10
attr = S, SA
hitflag = MAF
guardflag = H
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(56*fvar(7))<7,7,ceil(56*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(56*fvar(7))/8)<7,7,ceil(ceil(56*fvar(7))/8)))
pausetime = floor(2/ifelse(var(21),2,1)),ceil(3/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -106
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 27
ground.hittime = 27
air.hittime = 13
ground.velocity = -3.0,-7.0
guard.velocity = 0;-5.0
air.velocity = -3.0,-7.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(8*1.0/2)))<0,0,-4.0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = 64
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 44

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -106

[State 1010, 1]
type = Hitdef
triggerall = var(18)<2||var(56)
trigger1 = AnimElem = 11
attr = S, SA
hitflag = MAF
guardflag = H
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(56*fvar(7))<7,7,ceil(56*fvar(7))), ifelse(fvar(8)>20&&fvar(22)&&var(56),3,ifelse(ceil(ceil(56*fvar(7))/8)<7,7,ceil(ceil(56*fvar(7))/8)))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -20
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 27
ground.hittime = 27
air.hittime = 13
ground.velocity = -3.0,-7.0
guard.velocity = -11.0
air.velocity = -3.0,-7.0
yaccel = .5
fall = 1
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0;ifelse(movehit&&var(18)=1,-21.0,0)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(8*1.0/2)))<0,0,-22.0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = 64
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 44

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -14

[State 1010, 1]
type = Hitdef
triggerall = !var(18)||var(56)
trigger1 = AnimElem = 12 && !movecontact && !movereversed
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 7,Hit
damage    = ifelse(ceil(70*fvar(7))<7,7,ceil(70*fvar(7))), ifelse(ceil(ceil(70*fvar(7))/8)<7,7,ceil(ceil(70*fvar(7))/8))
pausetime = floor(14/ifelse(var(21),2,1)),floor(13/ifelse(var(21),2,1))
sparkno = s7210+(random%64)
guard.sparkno = s7010
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10), -16
hitsound = S1,12
guardsound = S0, 0
ground.type = Low
air.type = High
ground.slidetime = 27
ground.hittime = 27
air.hittime = 13
ground.velocity = -11.0
guard.velocity = -11.0
air.velocity = -5.0,-6.0
yaccel = .5
air.fall = 1
fall.recover= 0
air.recover=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = -22.0
guard.cornerpush.veloff = ifelse((fvar(23)-ifelse(var(21),1,ceil(10*1.0/2)))<0,0,-22.0)
getpower = ifelse(var(16),4,8)*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
forcestand=1
palfx.color = 64
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 44

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

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -8

[State 200,StateTypeSet]
type = PlaySND
trigger1 = Movehit=1 && AnimElemTime(10)>0 && AnimElemTime(11)<=0
value = 1,15
persistent=0
ignorehitpause=1
channel = 30

[State 200,StateTypeSet]
type = PlaySND
trigger1 = Movehit=1 && AnimElemTime(11)>0 && AnimElemTime(12)<=0
value = 1,15
persistent=0
ignorehitpause=1
channel = 30

[State 200,StateTypeSet]
type = PlaySND
trigger1 = Movehit=1 && AnimElemTime(12)>0 && AnimElemTime(13)<=0
value = 1,15
persistent=0
ignorehitpause=1
channel = 30

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=13
movetype = I

[State -2]
type = varAdd
trigger1 = numtarget && movehit=1 && !var(21)
trigger1 = (target,stateno=840||(target,stateno=[5000,5999])) && target,time=1 && movehit
var(15) = ifelse(AnimElemTime(12)<0,8,10)
ignorehitpause=1

;========燃焼処理
[state -2]
type = varset
triggerall = !Numhelper(8910)
triggerall = numtarget
triggerall = target,statetype!=A
trigger1 = movehit
fvar(1) = 11
ignorehitpause = 1

[state -2]
type = varset
triggerall = fvar(1)<=11||fvar(1)>12
triggerall = numtarget
triggerall = target,statetype=A
trigger1 = movehit
fvar(1) = 12
ignorehitpause = 1

[State -3, Super]
type = Helper
triggerall = !NumHelper(8910)
trigger1 = fvar(1)=[11,12]
id = 8910
name = "fire"
pos = 0,0
postype = P2
stateno = 8910+(fvar(1)=12)*5
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
