;-| Hyper Attacks |-------------------------------------------------------
;-------------------------------------------------------------------------
;Summer Rambo
;-------------------------------------------------------------------------
[Statedef 3000]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3000
PowerAdd = -1000
SprPriority = 2
FaceP2 = 1

[State 3000, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA,AA,AP,AT
Time = 50

[State 3000, 無敵]
Type = NotHitBy
Trigger1 = PalNo = 12
Trigger2 = PalNo = [7,12]
Trigger2 = AnimElem = 15, < 0
Value = SCA,AA,AP,AT
Time = 1

[State 3000, 暗転の時間停止]
Type = Pause
Trigger1 = Time = 0
Time = 50
MoveTime = 50

[State 3000, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 6000, 0

[State 3000, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 9000
Pos = 0, 0
PosType = Back
Facing = 1
StateNo = 9000
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3000, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 8210
Pos = 20, -25
PosType = P1
Facing = 1
StateNo = 8210
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3000, 空中状態]
Type = StateTypeSet
Trigger1 = Pos Y < 0
Trigger1 = Time = 0
Trigger2 = AnimElem = 14
StateType = A

[State 3000, 空中状態]
Type = StateTypeSet
Trigger1 = AnimElem = 22
StateType = S

[State 3000, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 14
Value = 1300, 0

[State 3000, 速度]
Type = VelSet
Trigger1 = AnimElem = 12
X = 20

[State 3000, 失速]
Type = VelMul
Trigger1 = AnimElem = 18, > 0
X = 0.80

[State 3000, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = AnimElemNo(0) = [15,21]
Value = 0

[State 3000, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 12
HelperType = Normal
Name = "Effect"
ID = 3005
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 3005
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 3000, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 12
HelperType = Normal
Name = "Effect"
ID = 3006
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 3005
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 3000, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = AnimElemNo(0) = [14,17]
Trigger1 = !MoveContact && !MoveReversed
Trigger2 = PalNo = [7,12]
Trigger2 = EnemyNear(Var(57)),MoveType != H || EnemyNear(Var(57)),StateNo = [120,159]
Trigger2 = MoveContact = 11 || MoveReversed = 11
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag = MA      ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 200, 70
GetPower = 0, 0
GivePower = 60, 40
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 25
GuardSound = S1, 112
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 28
Ground.HitTime = 28
Air.HitTime = 28
Guard.SlideTime = 26
Guard.HitTime = 26
Guard.CtrlTime = 26
AirGuard.HitTime = 26
AirGuard.CtrlTime = 26
Down.HitTime = 28
YAccel = .35
Ground.Velocity = -1.5, -4
Guard.Velocity = -1.5
Air.Velocity = -1.5, -4
AirGuard.Velocity = -1.5, -4
Down.Velocity = -1.5, -4
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -8
EnvShake.Phase = 90

[State 3000, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(3000)
TriggerAll = Target(3000),IsHelper = 0
Trigger1 = MoveHit = 1
Value = 3020
ID = 3000
Persistent = 20
IgNoreHitPause = 1

[State 3000, 相手を振り向かせる]
Type = TargetFacing
TriggerAll = NumTarget(3000)
TriggerAll = Target(3000),IsHelper = 0
Trigger1 = MoveHit = 1
Trigger1 = Facing = Target(3000),Facing
Value = -1
ID = 3000
Persistent = 20
IgNoreHitPause = 1

[State 3000, 成立ステートへ]
Type = ChangeState
TriggerAll = NumTarget(3000)
Trigger1 = Target(3000),StateNo = 3020
Trigger1 = MoveHit
Value = 3010
Persistent = 0
IgNoreHitPause = 1

[State 3000, 着地へ]
Type = ChangeState
TriggerAll = StateType = A
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 1

[State 3000, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;Summer Rambo(HELPER)
;-------------------------------------------------------------------------
[Statedef 3005]
Physics = N
Ctrl = 0
Anim = 7211
SprPriority = 0

[State 3005, 本体に追従]
Type = BindToRoot
Trigger1 = IsHelper
Time = 1
Facing = 1
Pos = 70, -28

[State 3005, 変数 : 透過の移り変わり]
Type = Null
TriggerAll = IsHelper(3005)
Trigger1 = Time = 0
Trigger1 = 1 || Var(0) := 256
Trigger2 = Time <= 4
Trigger2 = 1 || Var(0) := Var(0) - 64
Trigger3 = Time = 5
Trigger3 = 1 || Var(0) := 0
Trigger4 = Root,StateNo = 3000
Trigger4 = Root,AnimElem = 18, > 0
Trigger4 = 1 || Var(0) := Var(0) + 16
Trigger5 = Root,StateNo = 3500
Trigger5 = Root,AnimElem = 18, > 0
Trigger5 = 1 || Var(0) := Var(0) + 16
Trigger6 = Root,StateNo = 3610
Trigger6 = Root,AnimElem = 117, > 0
Trigger6 = 1 || Var(0) := Var(0) + 16

[State 3005, 変数 : 透過の移り変わり]
Type = Null
TriggerAll = IsHelper(3006)
Trigger1 = Time = 0
Trigger1 = 1 || Var(0) := 256
Trigger2 = Time <= 4
Trigger2 = 1 || Var(0) := Var(0) - 48
Trigger3 = Time = 5
Trigger3 = 1 || Var(0) := 192
Trigger4 = Root,StateNo = 3000
Trigger4 = Root,AnimElem = 18, > 0
Trigger4 = 1 || Var(0) := Var(0) + 16
Trigger5 = Root,StateNo = 3500
Trigger5 = Root,AnimElem = 18, > 0
Trigger5 = 1 || Var(0) := Var(0) + 16
Trigger6 = Root,StateNo = 3610
Trigger6 = Root,AnimElem = 117, > 0
Trigger6 = 1 || Var(0) := Var(0) + 16

[State 3005, 画像表示の優先度]
Type = SprPriority
TriggerAll = IsHelper(3006)
Trigger1 = Time = 0
Value = 3

[State 3005, 透過]
Type = Trans
Trigger1 = IsHelper
Trans = AddAlpha
Alpha = 256 - Var(0), 256
IgNoreHitPause = 1

[State 3005, ヘルパー消去]
Type = DestroySelf
TriggerAll = IsHelper
Trigger1 = Root,MoveType = H
Trigger2 = Root,StateType = L
Trigger3 = Root,StateNo != [3000,3010]
Trigger3 = Root,StateNo != [3500,3512]
Trigger3 = Root,StateNo != 3610
Trigger4 = Var(0) < 0

;-------------------------------------------------------------------------
;成立
;-------------------------------------------------------------------------
[Statedef 3010]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 25,0
Ctrl = 0
Anim = 3010
PowerAdd = 0

[State 3010, 停止]
Type = Pause
Trigger1 = Time = 0
Time = 20

[State 3010, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = 1
Time = 1
ID = 3000
Pos = 40, 0

[State 3010, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3010, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = Anim = 3010
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 200, 70
GetPower = 0, 0
GivePower = 60, 40
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 25
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -8
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3020
Guard.Dist = 0

[State 3010, ChangeState]
Type = ChangeState
Trigger1 = Time
Trigger1 = FrontEdgeBodyDist <= 30
Value = 3011

;-------------------------------------------------------------------------
[Statedef 3011]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3011
PowerAdd = 0

[State 3011, フラッシュ]
Type = EnvColor
Trigger1 = Time = 0
Value = 255,255,255
Under = 0
Time = 2
MoveTime = 2

[State 3011, Effect]
Type = Explod
Trigger1 = AnimElemTime(1) = 0
Anim = 7210
ID = 7210
Pos = FrontEdgeBodyDist,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.5
SprPriority = 5
OwnPal = 1

[State 3011, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(1) = 0
Value = 3000, 0

[State 3011, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(1) = 0
Value = 3000, 1

[State 3011, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(1) = 0
Time = 10
Freq = 90
Ampl = -8
Phase = 90

[State 3011, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(1) = 0
Value = 1

[State 3011, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(1) = 0
Value = 60
ID = 3000

[State 3011, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(1) = 0
Value = -Floor(80 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 3000

[State 3011, 補正値計算]
Type = Null
Trigger1 = AnimElemTime(1) = 0
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)

[State 3011, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = PalNo = [7,12]
Trigger1 = AnimElemTime(1) = 0
Value = 50052
ID = 3000

[State 3011, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = PalNo != [7,12]
Trigger1 = AnimElemTime(1) = 0
Value = 3021
ID = 3000

[State 3011, 振り向く]
Type = Turn
Trigger1 = Time = 0

[State 3011, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 20

[State 3011, 失速]
Type = VelMul
Trigger1 = 1
X = 0.80

[State 3011, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;ENEMY : 掴まれ
;-------------------------------------------------------------------------
[Statedef 3020]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 3020, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3020, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3020, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 3020

[State 3020, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3020, ステート返還]
Type = SelfState
Trigger1 = !GetHitVar(IsBound)
Value = 5050

;-------------------------------------------------------------------------
[Statedef 3021]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 5010
PowerAdd = 0

[State 3021, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3021, 振り向く]
Type = Turn
Trigger1 = Time = 0
Trigger1 = BackEdgeBodyDist > FrontEdgeBodyDist

[State 3021, 位置合わせ]
Type = PosAdd
Trigger1 = Time = 0
X = -BackEdgeBodyDist

[State 3021, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgNoreHitPause = 1

[State 3021, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3021, 振動]
Type = EnvShake
Trigger1 = Time = 0
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 3021, Effect]
Type = GameMakeAnim
Trigger1 = Time = 0
Value = 72
Pos = 0, 0
Under = 0

[State 3021, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = F7, 2

[State 3021, Freeze Anim]
Type = ChangeAnim
Trigger1 = Time > 0
Value = Anim

[State 3021, 壁バウンドへ]
Type = ChangeState
Trigger1 = Time = 10
Value = 3022

;-------------------------------------------------------------------------
[Statedef 3022]
Type    = A
MoveType= H
Physics = N
VelSet = 0,-6
Ctrl = 0
Anim = 5050
PowerAdd = 0

[State 3022, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3022, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.45

[State 3022, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = 1
Value = 0
IgNoreHitPause = 1

[State 3022, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3022, 相手のステートを返還]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

[State 3022, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 50302

;-------------------------------------------------------------------------
;アップル乱舞
;-------------------------------------------------------------------------
[Statedef 3100]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3100
PowerAdd = -1000
SprPriority = 2
FaceP2 = 1

[State 3100, 相手ガード認識範囲]
Type = AttackDist
Trigger1 = 1
Value = 0

[State 3100, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA,AA,AP,AT
Time = 50

[State 3100, 無敵]
Type = HitBy
Trigger1 = P2Dist X > 0
Value2 = SCA,AP,AT
Time = 1

[State 3100, 暗転の時間停止]
Type = Pause
Trigger1 = Time = 0
Time = 50
MoveTime = 50

[State 3100, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 6000, 0

[State 3100, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 9000
Pos = 0, 0
PosType = Back
Facing = 1
StateNo = 9000
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3100, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 8210
Pos = 0, -25
PosType = P1
Facing = 1
StateNo = 8210
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3100, 相殺定義]
Type = ReversalDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 7
Reversal.Attr = SCA,NA,SA,HA
PauseTime = 20,20
SparkNo = -1
HitSound = -1
P1StateNo = 3110
P2StateNo = 3120
ID = 3000

[State 3100, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
TriggerAll = P2Dist X <= 0
Trigger1 = AnimElemNo(0) = 7
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag =           ;HLMAFDP+-
Priority = 1,Miss   ;Hit,Miss,Dodge
SparkNo = -1
HitSound = -1
ID = 3000

[State 3100, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3105

;-------------------------------------------------------------------------
;失敗
;-------------------------------------------------------------------------
[Statedef 3105]
Type    = S
MoveType= I
Physics = N
Anim = 3105

[State 3105, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;成立
;-------------------------------------------------------------------------
[Statedef 3110]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3110
PowerAdd = 0
FaceP2 = 1

[State 3110, 相手がいない場合は退去]
Type = ChangeState
Trigger1 = NumTarget(3000) = 0
Trigger2 = NumTarget(3000)
Trigger2 = Target(3000),IsHelper
Value = 3105

[State 3110, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 1, 25

[State 3110, 振動]
Type = EnvShake
Trigger1 = Time = 0
Time = 10
Freq = 90
Ampl = -10
Phase = 90

[State 3110, Effect]
Type = Explod
Trigger1 = Time = 0
Anim = 8001
ID = 8001
Pos = -10,-50
PosType = P2
BindTime = 1
Random = 20, 20
ReMoveTime = -2
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 3110, 相手を振り向かせる]
Type = TargetFacing
TriggerAll = NumTarget(3000)
TriggerAll = Target(3000),IsHelper = 0
Trigger1 = Time = 0
Trigger1 = Facing = Target(3000),Facing
Value = -1
ID = 3000

[State 3110, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = Time = 0
Value = 20
ID = 3000

[State 3110, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(93) <= 0
Time = 1
ID = 3000
Pos = 50, 0

[State 3110, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(9) >= 0
Trigger1 = AnimElemTime(93) <= 0
Time = 1
ID = 3000
Pos = 30, 0

[State 3110, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(93) <= 0
Edge = 50,0

[State 3110, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(93) > 0
Edge = 30,0

[State 3110, 停止]
Type = Pause
Trigger1 = AnimElemTime(93) = 0
Time = 10

[State 3110, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Value = 1, 20 + (Random % 4)

[State 3110, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(93) = 0
Value = 1, 24

[State 3110, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(108) = 0
Trigger2 = AnimElemTime(110) = 0
Value = 1, 25

[State 3110, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(93) = 0
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 3110, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(108) = 0
Trigger2 = AnimElemTime(110) = 0
Time = 10
Freq = 90
Ampl = -10
Phase = 90

[State 3110, Effect]
Type = Explod
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(43) = 0
Trigger4 = AnimElemTime(45) = 0
Trigger5 = AnimElemTime(55) = 0
Trigger6 = AnimElemTime(60) = 0
Trigger7 = AnimElemTime(63) = 0
Trigger8 = AnimElemTime(70) = 0
Trigger9 = AnimElemTime(72) = 0
Trigger10= AnimElemTime(74) = 0
Trigger11= AnimElemTime(76) = 0
Trigger12= AnimElemTime(78) = 0
Trigger13= AnimElemTime(80) = 0
Trigger14= AnimElemTime(82) = 0
Trigger15= AnimElemTime(84) = 0
Trigger16= AnimElemTime(93) = 0
Trigger17= AnimElemTime(108) = 0
Trigger18= AnimElemTime(110) = 0
Anim = 8001
ID = 8001
Pos = -10,-50
PosType = P2
BindTime = 1
Random = 20, 20
ReMoveTime = -2
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 3110, Effect]
Type = Explod
Trigger1 = AnimElemTime(24) = 0
Trigger2 = AnimElemTime(32) = 0
Anim = 8001
ID = 8001
Pos = -10,-20
PosType = P2
BindTime = 1
Random = 20, 20
ReMoveTime = -2
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 3110, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Trigger18= AnimElemTime(93) = 0
Trigger19= AnimElemTime(108) = 0
Trigger20= AnimElemTime(110) = 0
Value = 1

[State 3110, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Trigger18= AnimElemTime(93) = 0
Value = 2
ID = 3000

[State 3110, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(108) = 0
Trigger2 = AnimElemTime(110) = 0
Value = 10
ID = 3000

[State 3110, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = Time = 0
Value = -Floor(80 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 3000
Kill = 0

[State 3110, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Trigger18= AnimElemTime(93) = 0
Value = -Floor(8 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 3000
Kill = 0

[State 3110, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(108) = 0
Value = -Floor(40 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 3000
Kill = 0

[State 3110, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(110) = 0
Value = -Floor(40 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0) * FVar(0))
ID = 3000

[State 3110, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = AnimElemTime(93) = 0
Value = 3122
ID = 3000

[State 3110, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 8, 0
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 20 + (Random % 4)
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -8
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3121
Guard.Dist = 0

[State 3110, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
Trigger1 = AnimElemTime(93) = 0
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 8, 0
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 24
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -8
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3122
Guard.Dist = 0
Snap = 30,0

[State 3110, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
Trigger1 = AnimElemTime(108) = 0
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 40, 0
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 25
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -10
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3123
Guard.Dist = 0

[State 3110, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
Trigger1 = AnimElemTime(110) = 0
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 40, 0
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 25
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 1
Guard.Kill = 1
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -10
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3123
Guard.Dist = 0

[State 3110, 姿勢の変更]
Type = StateTypeSet
Trigger1 = AnimElem = 103
StateType = A

[State 3110, 速度]
Type = VelSet
Trigger1 = AnimElem = 103
X = 2
Y = -10

[State 3110, 重力]
Type = Gravity
Trigger1 = StateType = A

[State 3110, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = AnimElemTime(108) = 0
Trigger2 = AnimElemTime(110) = 0
Value = 3123
ID = 3000

[State 3110, 停止]
Type = Pause
Trigger1 = AnimElemTime(108) = 0
Time = 10

[State 3110, 停止]
Type = Pause
Trigger1 = AnimElemTime(110) = 0
Time = 20

[State 3110, 補正値計算]
Type = Null
Trigger1 = AnimElemTime(110) = 0
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 3110, 着地へ]
Type = ChangeState
TriggerAll = StateType = A
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52

;-------------------------------------------------------------------------
;ENEMY : 掴まれ
;-------------------------------------------------------------------------
[Statedef 3120]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 3120, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3120, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3120, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 3120

[State 3120, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3120, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3121

;-------------------------------------------------------------------------
[Statedef 3121]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 3121, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3121, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3121, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 3121

[State 3121, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3121, ステート返還]
Type = SelfState
Trigger1 = !GetHitVar(IsBound)
Value = 5050

;-------------------------------------------------------------------------
;ENEMY : 投げられ
;-------------------------------------------------------------------------
[Statedef 3122]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 5050
PowerAdd = 0

[State 3122, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3122, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 3122

[State 3122, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3122, 速度]
Type = VelSet
Trigger1 = Time = 0
X = -1
Y = -7

[State 3122, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.25

[State 3122, 地面にめり込まないように]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

[State 3122, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3122, 相手のステートを返還]
Type = SelfState
Trigger1 = Time = 120
Value = 5050

;-------------------------------------------------------------------------
;ENEMY : 投げられ2
;-------------------------------------------------------------------------
[Statedef 3123]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 5035
PowerAdd = 0

[State 3123, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3123, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3123, 速度]
Type = VelSet
Trigger1 = Time = 0
X = -4
Y = 8

[State 3123, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 3123, 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 3123, 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 3123, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 50302

;-------------------------------------------------------------------------
;Summer Rambo, Lv2
;-------------------------------------------------------------------------
[Statedef 3500]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3500
PowerAdd = -3000
SprPriority = 2
FaceP2 = 1

[State 3500, 攻撃力補正]
Type = AttackMulSet
Trigger1 = 1
Value = 1.0 * IfElse((PalNo = [11,12]),1.5,1.0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 3500, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA,AA,AP,AT
Time = 50

[State 3500, 無敵]
Type = NotHitBy
Trigger1 = PalNo = 12
Trigger2 = AnimElem = 15, < 0
Value = SCA,AA,AP,AT
Time = 1

[State 3500, 暗転の時間停止]
Type = Pause
Trigger1 = Time = 0
Time = 50
MoveTime = 50

[State 3500, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 6000, 12

[State 3500, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 9000
Pos = 0, 0
PosType = Back
Facing = 1
StateNo = 9000
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3500, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 8215
Pos = 20, -25
PosType = P1
Facing = 1
StateNo = 8215
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3500, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 3500, 空中状態]
Type = StateTypeSet
Trigger1 = Pos Y < 0
Trigger1 = Time = 0
Trigger2 = AnimElem = 14
StateType = A

[State 3500, 空中状態]
Type = StateTypeSet
Trigger1 = AnimElem = 22
StateType = S

[State 3500, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 14
Value = 1300, 0

[State 3500, 速度]
Type = VelSet
Trigger1 = AnimElem = 12
X = 20

[State 3500, 失速]
Type = VelMul
Trigger1 = AnimElem = 18, > 0
X = 0.80

[State 3500, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = AnimElemNo(0) = [15,21]
Value = 0

[State 3500, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 12
HelperType = Normal
Name = "Effect"
ID = 3005
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 3005
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 3500, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 12
HelperType = Normal
Name = "Effect"
ID = 3006
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 3005
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 3500, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = AnimElemNo(0) = [14,17]
Trigger1 = !MoveContact && !MoveReversed
Trigger2 = PalNo = [7,12]
Trigger2 = EnemyNear(Var(57)),MoveType != H || EnemyNear(Var(57)),StateNo = [120,159]
Trigger2 = MoveContact = 11 || MoveReversed = 11
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag = MA      ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 200, 70
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 25
GuardSound = S1, 112
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 28
Ground.HitTime = 28
Air.HitTime = 28
Guard.SlideTime = 26
Guard.HitTime = 26
Guard.CtrlTime = 26
AirGuard.HitTime = 26
AirGuard.CtrlTime = 26
Down.HitTime = 28
YAccel = .35
Ground.Velocity = -1.5, -4
Guard.Velocity = -1.5
Air.Velocity = -1.5, -4
AirGuard.Velocity = -1.5, -4
Down.Velocity = -1.5, -4
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -10
EnvShake.Phase = 90

[State 3500, ステート奪取]
Type = TargetState
TriggerAll = NumTarget(3000)
TriggerAll = Target(3000),IsHelper = 0
Trigger1 = MoveHit = 1
Value = 3020
ID = 3000
Persistent = 20
IgNoreHitPause = 1

[State 3500, 相手を振り向かせる]
Type = TargetFacing
TriggerAll = NumTarget(3000)
TriggerAll = Target(3000),IsHelper = 0
Trigger1 = MoveHit = 1
Trigger1 = Facing = Target(3000),Facing
Value = -1
ID = 3000
Persistent = 20
IgNoreHitPause = 1

[State 3500, 成立ステートへ]
Type = ChangeState
TriggerAll = NumTarget(3000)
Trigger1 = Target(3000),StateNo = 3020
Trigger1 = MoveHit
Value = 3510
Persistent = 0
IgNoreHitPause = 1

[State 3500, ゲージ還元]
Type = PowerAdd
TriggerAll = PalNo = [11,12]
Trigger1 = AnimElem = 18
Value = 2000

[State 3500, 着地へ]
Type = ChangeState
TriggerAll = StateType = A
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 52
Ctrl = 1

[State 3500, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;成立
;-------------------------------------------------------------------------
[Statedef 3510]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 25,0
Ctrl = 0
Anim = 3010
PowerAdd = 0

[State 3510, フラッシュ]
Type = EnvColor
Trigger1 = Time = 0
Value = 255,255,255
Under = 0
Time = 2
MoveTime = 2

[State 3510, 停止]
Type = Pause
Trigger1 = Time = 0
Time = 20

[State 3510, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = 1
Time = 1
ID = 3000
Pos = 40, 0

[State 3510, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3510, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = Anim = 3010
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 200, 70
GetPower = 0, 0
GivePower = 60, 40
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 25
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -10
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3020
Guard.Dist = 0

[State 3510, ChangeState]
Type = ChangeState
Trigger1 = Time
Trigger1 = FrontEdgeBodyDist <= 30
Value = 3511

;-------------------------------------------------------------------------
[Statedef 3511]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3511
PowerAdd = 0

[State 3511, フラッシュ]
Type = EnvColor
Trigger1 = Time = 0
Value = 255,255,255
Under = 0
Time = 2
MoveTime = 2

[State 3511, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = 1
Time = 1
ID = 3000
Pos = 40, 0

[State 3511, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = Anim = 3511
Time = 1
ID = 3000
Pos = 0, 0

[State 3511, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3511, Effect]
Type = Explod
Trigger1 = Time = 0
Anim = 7210
ID = 7210
Pos = FrontEdgeBodyDist,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.5
SprPriority = 5
OwnPal = 1

[State 3511, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 3000, 0

[State 3511, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 3000, 1

[State 3511, 振動]
Type = EnvShake
Trigger1 = Time = 0
Time = 10
Freq = 90
Ampl = -10
Phase = 90

[State 3511, ヒット数を増やす]
Type = HitAdd
Trigger1 = Time = 0
Value = 1

[State 3511, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = Time = 0
Value = 10
ID = 3000

[State 3511, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = Time = 0
Value = -Floor(75 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0))
ID = 3000
Kill = 0

[State 3511, 振り向く]
Type = Turn
Trigger1 = Anim = 3511
Trigger1 = AnimTime = 0

[State 3511, 相手を振り向かせる]
Type = TargetFacing
Trigger1 = Anim = 3511
Trigger1 = AnimTime = 0
Value = -1
ID = 3000

[State 3511, VelSet]
Type = VelSet
Trigger1 = Anim = 3511
Trigger1 = AnimTime = 0
X = 25

[State 3511, アニメ切替]
Type = ChangeAnim
Trigger1 = Anim = 3511
Trigger1 = AnimTime = 0
Value = 3010

[State 3511, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = Anim = 3010
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 75, 70
GetPower = 0, 0
GivePower = 60, 40
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 25
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -10
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3020
Guard.Dist = 0

[State 3511, ChangeState]
Type = ChangeState
Trigger1 = Anim = 3010
Trigger1 = Time
Trigger1 = FrontEdgeBodyDist <= 30
Value = 3512

;-------------------------------------------------------------------------
[Statedef 3512]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3511
PowerAdd = 0

[State 3512, フラッシュ]
Type = EnvColor
Trigger1 = Time = 0
Value = 255,255,255
Under = 0
Time = 2
MoveTime = 2

[State 3512, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = 1
Time = 1
ID = 3000
Pos = 40, 0

[State 3512, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = Anim = 3511
Time = 1
ID = 3000
Pos = 0, 0

[State 3512, ぶつかり判定の消失]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3512, Effect]
Type = Explod
Trigger1 = Time = 0
Anim = 7210
ID = 7210
Pos = FrontEdgeBodyDist,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.5
SprPriority = 5
OwnPal = 1

[State 3512, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 3000, 0

[State 3512, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 3000, 1

[State 3512, 振動]
Type = EnvShake
Trigger1 = Time = 0
Time = 10
Freq = 90
Ampl = -10
Phase = 90

[State 3512, ヒット数を増やす]
Type = HitAdd
Trigger1 = Time = 0
Value = 1

[State 3512, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = Time = 0
Value = 10
ID = 3000

[State 3512, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = Time = 0
Value = -Floor(75 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0))
ID = 3000
Kill = 0

[State 3512, 振り向く]
Type = Turn
Trigger1 = Anim = 3511
Trigger1 = AnimTime = 0

[State 3512, 相手を振り向かせる]
Type = TargetFacing
Trigger1 = Anim = 3511
Trigger1 = AnimTime = 0
Value = -1
ID = 3000

[State 3512, VelSet]
Type = VelSet
Trigger1 = Anim = 3511
Trigger1 = AnimTime = 0
X = 25

[State 3512, アニメ切替]
Type = ChangeAnim
Trigger1 = Anim = 3511
Trigger1 = AnimTime = 0
Value = 3010

[State 3512, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = Anim = 3010
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAF       ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 200, 70
GetPower = 0, 0
GivePower = 60, 40
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 25
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -10
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3020
Guard.Dist = 0

[State 3512, ChangeState]
Type = ChangeState
Trigger1 = Anim = 3010
Trigger1 = Time
Trigger1 = FrontEdgeBodyDist <= 30
Value = 3513

;-------------------------------------------------------------------------
[Statedef 3513]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3011
PowerAdd = 0

[State 3513, フラッシュ]
Type = EnvColor
Trigger1 = Time = 0
Value = 255,255,255
Under = 0
Time = 2
MoveTime = 2

[State 3513, 停止]
Type = Pause
Trigger1 = Time % 3 = 0
Time = 2

[State 3513, Effect]
Type = Explod
Trigger1 = AnimElemTime(1) = 0
Anim = 7210
ID = 7210
Pos = FrontEdgeBodyDist,0
PosType = P1
BindTime = 1
ReMoveTime = -2
Scale = 0.5, 0.75
SprPriority = 5
OwnPal = 1

[State 3513, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(1) = 0
Value = 3000, 0

[State 3513, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(1) = 0
Value = 3513, 0

[State 3513, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(1) = 0
Time = 10
Freq = 90
Ampl = -15
Phase = 90

[State 3513, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(1) = 0
Value = 1

[State 3513, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(1) = 0
Value = 20
ID = 3000

[State 3513, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(1) = 0
Value = -Floor(100 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0))
ID = 3000

[State 3513, 補正値計算]
Type = Null
Trigger1 = AnimElemTime(1) = 0
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)

[State 3513, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = PalNo = [7,12]
Trigger1 = AnimElemTime(1) = 0
Value = 50052
ID = 3000

[State 3513, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = PalNo != [7,12]
Trigger1 = AnimElemTime(1) = 0
Value = 3021
ID = 3000

[State 3513, 振り向く]
Type = Turn
Trigger1 = Time = 0

[State 3513, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 20

[State 3513, 失速]
Type = VelMul
Trigger1 = 1
X = 0.80

[State 3513, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;アップル乱舞, Lv2
;-------------------------------------------------------------------------
[Statedef 3600]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3600
PowerAdd = -5000
SprPriority = 2
FaceP2 = 1

[State 3600, 相手ガード認識範囲]
Type = AttackDist
Trigger1 = 1
Value = 0

[State 3600, 攻撃力補正]
Type = AttackMulSet
Trigger1 = 1
Value = 1.0 * IfElse((PalNo = [11,12]),1.5,1.0)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
IgNoreHitPause = 1

[State 3600, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA,AA,AP,AT
Time = 50

[State 3600, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1

[State 3600, 暗転の時間停止]
Type = Pause
Trigger1 = Time = 0
Time = 50
MoveTime = 50

[State 3600, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 6000, 1

[State 3600, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 9000
Pos = 0, 0
PosType = Back
Facing = 1
StateNo = 9000
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3600, ヘルパー呼出]
Type = Helper
Trigger1 = Time = 0
HelperType = Normal
Name = "Effect"
ID = 8215
Pos = 0, -25
PosType = P1
Facing = 1
StateNo = 8215
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3600, 補正値計算]
Type = Null
TriggerAll = !MoveReversed
TriggerAll = MoveHit
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 3600, 相殺定義]
Type = ReversalDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElemNo(0) = 7
Reversal.Attr = SCA,AA,AP,AT
PauseTime = 20,20
SparkNo = -1
HitSound = -1
P1StateNo = 3610
P2StateNo = 3620
ID = 3000

[State 3600, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
TriggerAll = !MoveContact && !MoveReversed
Trigger1 = AnimElem = 7
Trigger2 = EnemyNear(Var(57)),MoveType = H
Attr = S,HT         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFD      ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
AnimType = Hard     ;Light,Medium,Hard,Back,Up,DiagUp,Heavy
Air.AnimType = Back
Fall.AnimType = Back
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 0, 50
GetPower = 0, 0
GivePower = 0, 10
PauseTime = 0, 0
Guard.PauseTime = 0, 0
SparkNo = -1
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = -1
GuardSound = S1, 112
Ground.Type = High  ;High,Low,Trip,Non
Air.Type = High
Ground.SlideTime = 28
Ground.HitTime = 28
Air.HitTime = 28
Guard.SlideTime = 18
Guard.HitTime = 18
Guard.CtrlTime = 18
AirGuard.HitTime = 18
AirGuard.CtrlTime = 18
Down.HitTime = 28
YAccel = .35
Ground.Velocity = -1.5, -4
Guard.Velocity = -1.5
Air.Velocity = -1.5, -4
AirGuard.Velocity = -1.5, -4
Down.Velocity = -1.5, -4
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
Guard.Dist = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -10
EnvShake.Phase = 90
P1StateNo = 3610
P2StateNo = 3620

[State 3600, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3605

;-------------------------------------------------------------------------
;失敗
;-------------------------------------------------------------------------
[Statedef 3605]
Type    = S
MoveType= I
Physics = N
Anim = 3105

[State 3605, ゲージ還元]
Type = PowerAdd
TriggerAll = PalNo = [11,12]
Trigger1 = Time = 0
Value = 4000

[State 3605, ゲージ還元]
Type = PowerAdd
TriggerAll = PalNo = [11,12]
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 3610
Value = 1000

[State 3605, 無敵]
Type = NotHitBy
Trigger1 = PalNo = 12
Value = SCA,AA,AP,AT
Time = 1

[State 3605, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;成立
;-------------------------------------------------------------------------
[Statedef 3610]
Type    = S
MoveType= A
Physics = N
Juggle  = 0
VelSet = 0,0
Ctrl = 0
Anim = 3610
PowerAdd = 0
FaceP2 = 1

[State 3610, 相手がいない場合は退去]
Type = ChangeState
Trigger1 = NumTarget(3000)
Trigger1 = Target(3000),IsHelper
Value = 3605

[State 3610, SE]
Type = PlaySnd
Trigger1 = Time = 0
Value = 1, 25

[State 3610, 振動]
Type = EnvShake
Trigger1 = Time = 0
Time = 10
Freq = 90
Ampl = -10
Phase = 90

[State 3610, Effect]
Type = Explod
Trigger1 = Time = 0
Anim = 8001
ID = 8001
Pos = -10,-50
PosType = P2
BindTime = 1
Random = 20, 20
ReMoveTime = -2
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 3610, 相手を振り向かせる]
Type = TargetFacing
TriggerAll = NumTarget(3000)
TriggerAll = Target(3000),IsHelper = 0
Trigger1 = Time = 0
Trigger1 = Facing = Target(3000),Facing
Value = -1
ID = 3000

[State 3610, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = Time = 0
Value = 20
ID = 3000

[State 3610, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(93) <= 0
Time = 1
ID = 3000
Pos = 50, 0

[State 3610, 掴んだ相手の位置]
Type = TargetBind
Trigger1 = AnimElemTime(9) >= 0
Trigger1 = AnimElemTime(93) <= 0
Time = 1
ID = 3000
Pos = 30, 0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(93) <= 0
Edge = 50,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(94) = 0
Edge = 80,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(94) = 1
Edge = 100,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(95) = 0
Edge = 110,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(95) = 1
Edge = 115,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(96) = 0
Edge = 120,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(96) = 1
Edge = 125,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(97) = 0
Edge = 130,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(97) = 1
Edge = 132,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(98) = 0
Edge = 134,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(98) = 1
Edge = 136,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(99) = 0
Edge = 138,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(99) = 1
Edge = 140,0

[State 3610, 余白を作る]
Type = Width
Trigger1 = AnimElemTime(100) >= 0
Edge = 30,0

[State 3610, 停止]
Type = Pause
Trigger1 = AnimElemTime(93) = 0
Time = 10

[State 3610, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(74) = 0
Trigger12= AnimElemTime(78) = 0
Trigger13= AnimElemTime(82) = 0
Trigger14= AnimElemTime(93) = 0
Time = 5
Freq = 90
Ampl = -4
Phase = 90

[State 3610, フラッシュ]
Type = EnvColor
Trigger1 = Time = 0
Trigger2 = AnimElemTime(9) = 0
Trigger3 = AnimElemTime(17) = 0
Trigger4 = AnimElemTime(24) = 0
Trigger5 = AnimElemTime(32) = 0
Trigger6 = AnimElemTime(43) = 0
Trigger7 = AnimElemTime(45) = 0
Trigger8 = AnimElemTime(55) = 0
Trigger9 = AnimElemTime(60) = 0
Trigger10= AnimElemTime(63) = 0
Trigger11= AnimElemTime(70) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(78) = 0
Trigger14= AnimElemTime(82) = 0
Trigger15= AnimElemTime(93) = 0
Value = 255,255,255
Under = 0
Time = 1
MoveTime = 1

[State 3610, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Value = 1, 20 + (Random % 4)

[State 3610, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(93) = 0
Value = 1, 24

[State 3610, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(93) = 0
Time = 10
Freq = 90
Ampl = -4
Phase = 90

[State 3610, Effect]
Type = Explod
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(43) = 0
Trigger4 = AnimElemTime(45) = 0
Trigger5 = AnimElemTime(55) = 0
Trigger6 = AnimElemTime(60) = 0
Trigger7 = AnimElemTime(63) = 0
Trigger8 = AnimElemTime(70) = 0
Trigger9 = AnimElemTime(72) = 0
Trigger10= AnimElemTime(74) = 0
Trigger11= AnimElemTime(76) = 0
Trigger12= AnimElemTime(78) = 0
Trigger13= AnimElemTime(80) = 0
Trigger14= AnimElemTime(82) = 0
Trigger15= AnimElemTime(84) = 0
Trigger16= AnimElemTime(93) = 0
Anim = 8001
ID = 8001
Pos = -10,-50
PosType = P2
BindTime = 1
Random = 20, 20
ReMoveTime = -2
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 3610, Effect]
Type = Explod
Trigger1 = AnimElemTime(24) = 0
Trigger2 = AnimElemTime(32) = 0
Anim = 8001
ID = 8001
Pos = -10,-20
PosType = P2
BindTime = 1
Random = 20, 20
ReMoveTime = -2
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 3610, ヒット数を増やす]
Type = HitAdd
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Trigger18= AnimElemTime(93) = 0
Trigger19= AnimElemTime(115) = 0
Value = 1

[State 3610, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Trigger18= AnimElemTime(93) = 0
Value = 2
ID = 3000

[State 3610, 掴んだ相手のゲージ増加]
Type = TargetPowerAdd
Trigger1 = AnimElemTime(115) = 0
Value = 20
ID = 3000

[State 3610, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = Time = 0
Value = -Floor(200 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0))
ID = 3000
Kill = 0

[State 3610, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Trigger18= AnimElemTime(93) = 0
Value = -Floor(16 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0))
ID = 3000
Kill = 0

[State 3610, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
TriggerAll = PalNo != [11,12]
Trigger1 = AnimElemTime(115) = 0
Value = -Floor(220 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0))
ID = 3000

[State 3610, 掴んだ相手のライフ減少]
Type = TargetLifeAdd
TriggerAll = PalNo = [11,12]
Trigger1 = AnimElemTime(115) = 0
Value = -Floor(1000 * Const(Data.Attack) / 100 * IfElse((PalNo = [11,12]),1.5,1.0))
ID = 3000

[State 3610, 掴んだ相手のステート変更]
Type = TargetState
Trigger1 = AnimElemTime(93) = 0
Value = 3622
ID = 3000

[State 3610, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
Trigger1 = AnimElemTime(9) = 0
Trigger2 = AnimElemTime(17) = 0
Trigger3 = AnimElemTime(24) = 0
Trigger4 = AnimElemTime(32) = 0
Trigger5 = AnimElemTime(43) = 0
Trigger6 = AnimElemTime(45) = 0
Trigger7 = AnimElemTime(55) = 0
Trigger8 = AnimElemTime(60) = 0
Trigger9 = AnimElemTime(63) = 0
Trigger10= AnimElemTime(70) = 0
Trigger11= AnimElemTime(72) = 0
Trigger12= AnimElemTime(74) = 0
Trigger13= AnimElemTime(76) = 0
Trigger14= AnimElemTime(78) = 0
Trigger15= AnimElemTime(80) = 0
Trigger16= AnimElemTime(82) = 0
Trigger17= AnimElemTime(84) = 0
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFD      ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 16, 0
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 20 + (Random % 4)
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -8
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3621
Guard.Dist = 0

[State 3610, ヒット定義]
Type = HitDef
TriggerAll = RoundState <= 2
Trigger1 = AnimElemTime(93) = 0
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFD      ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 16, 0
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S1, 20 + (Random % 4)
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 0
Guard.Kill = 0
EnvShake.Time = 10
EnvShake.Freq = 90
EnvShake.Ampl = -8
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3622
Guard.Dist = 0
Snap = 30,0

[State 3610, ヒット定義]
Type = HitDef
TriggerAll = PalNo != [11,12]
TriggerAll = RoundState <= 2
Trigger1 = AnimElemTime(113) = 0
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFD      ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 220, 0
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S3000, 1
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 1
Guard.Kill = 1
EnvShake.Time = 20
EnvShake.Freq = 90
EnvShake.Ampl = -15
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3623
Guard.Dist = 0

[State 3610, ヒット定義]
Type = HitDef
TriggerAll = PalNo = [11,12]
TriggerAll = RoundState <= 2
Trigger1 = AnimElemTime(113) = 0
Attr = S,HA         ;SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
HitFlag = MAFD      ;HLMAFDP+-
GuardFlag =         ;HLMA
AffectTeam = E      ;EBF
Priority = 5,Hit    ;Hit,Miss,Dodge
Damage = 1000, 0
GetPower = 0, 0
GivePower = 20, 10
PauseTime = 0, 0
Guard.PauseTime = 20, 20
SparkNo = S8001
Guard.SparkNo = S8020
SparkXY = -5, -30
HitSound = S3000, 1
GuardSound = S1, 112
YAccel = .35
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
SprPriority = 1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Fall.Damage = 0
ID = 3000
NoChainID = 9999
Kill = 1
Guard.Kill = 1
EnvShake.Time = 20
EnvShake.Freq = 90
EnvShake.Ampl = -15
EnvShake.Phase = 90
P2Facing = 1
P2StateNo = 3624
Guard.Dist = 0

[State 3610, SE : 振り音]
Type = PlaySnd
Trigger1 = AnimElem = 113
Value = 1300, 0

[State 3610, 速度]
Type = VelSet
Trigger1 = AnimElem = 111
X = 20

[State 3610, 失速]
Type = VelMul
Trigger1 = AnimElem = 117, > 0
X = 0.80

[State 3610, 掴んだ相手のステート変更]
Type = TargetState
TriggerAll = PalNo != [11,12]
Trigger1 = AnimElemTime(115) = 0
Value = 3623
ID = 3000

[State 3610, 掴んだ相手のステート変更]
Type = TargetState
TriggerAll = PalNo = [11,12]
Trigger1 = AnimElemTime(115) = 0
Value = 3624
ID = 3000

[State 3610, Effect]
Type = Explod
Trigger1 = AnimElemTime(115) = 0
Anim = 8001
ID = 8001
Pos = -5,-30
PosType = P2
BindTime = 1
Random = 20, 20
ReMoveTime = -2
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Scale = 1, 1
SprPriority = 5
OwnPal = 1

[State 3610, SE]
Type = PlaySnd
Trigger1 = AnimElemTime(115) = 0
Value = 3000, 1

[State 3610, 振動]
Type = EnvShake
Trigger1 = AnimElemTime(115) = 0
Time = 20
Freq = 90
Ampl = -15
Phase = 90

[State 3610, フラッシュ]
Type = EnvColor
Trigger1 = AnimElemTime(115) = 0
Value = 255,255,255
Under = 0
Time = 2
MoveTime = 2

[State 3610, 停止]
Type = Pause
Trigger1 = AnimElemTime(115) = 0
Time = 20
Persistent = 0

[State 3610, 補正値計算]
Type = Null
Trigger1 = AnimElemTime(115) = 0
Trigger1 = 1 || FVar(0) := 0.90 ** EnemyNear(Var(57)),GetHitVar(HitCount)
IgNoreHitPause = 1

[State 3610, 暗転の時間停止]
Type = Pause
Trigger1 = AnimElem = 100
Time = 50
MoveTime = 50

[State 3610, SE]
Type = PlaySnd
Trigger1 = AnimElem = 100
Value = 6000, 12

[State 3610, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 100
HelperType = Normal
Name = "Effect"
ID = 9000
Pos = 0, 0
PosType = Back
Facing = 1
StateNo = 9000
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3610, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 100
HelperType = Normal
Name = "Effect"
ID = 8215
Pos = 20, -25
PosType = P1
Facing = 1
StateNo = 8215
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
Size.XScale = 1
Size.YScale = 1

[State 3610, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 111
HelperType = Normal
Name = "Effect"
ID = 3005
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 3005
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 3610, ヘルパー呼出]
Type = Helper
Trigger1 = AnimElem = 111
HelperType = Normal
Name = "Effect"
ID = 3006
Pos = 0, 0
PosType = P1
Facing = 1
StateNo = 3005
KeyCtrl = 0
OwnPal = 1
SuperMoveTime = 0
PauseMoveTime = 0
Size.XScale = 0.5
Size.YScale = 0.5

[State 3610, 終了]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = (StateType = A) * 51
Ctrl = 1

;-------------------------------------------------------------------------
;ENEMY : 掴まれ
;-------------------------------------------------------------------------
[Statedef 3620]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 3620, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3620, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3620, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 3120

[State 3620, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3620, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3621

;-------------------------------------------------------------------------
[Statedef 3621]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
PowerAdd = 0

[State 3621, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3621, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3621, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 3121

[State 3621, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3621, ステート返還]
Type = SelfState
Trigger1 = !GetHitVar(IsBound)
Value = 5050

;-------------------------------------------------------------------------
;ENEMY : 投げられ
;-------------------------------------------------------------------------
[Statedef 3622]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 5050
PowerAdd = 0

[State 3622, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3622, 喰らい中のアニメ指定]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 3122

[State 3622, 縦スクロール固定]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,0
IgNoreHitPause = 1

[State 3622, 速度]
Type = VelSet
Trigger1 = Time = 0
X = -8
Y = -4

[State 3622, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.25

[State 3622, 地面にめり込まないように]
Type = PosSet
Trigger1 = Pos Y >= 0
Y = 0

[State 3622, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3622, 相手のステートを返還]
Type = SelfState
Trigger1 = Time = 120
Value = 5050

;-------------------------------------------------------------------------
;ENEMY : 投げられ2
;-------------------------------------------------------------------------
[Statedef 3623]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 5035
PowerAdd = 0

[State 3623, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3623, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3623, 速度]
Type = VelSet
Trigger1 = Time = 0
X = -16
Y = -6

[State 3623, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 3623, 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 3623, 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 3623, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 50302

[State 3623, 相手のステートを返還]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

;-------------------------------------------------------------------------
;ENEMY : 投げられ2b
;-------------------------------------------------------------------------
[Statedef 3624]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0
Ctrl = 0
Anim = 5035
PowerAdd = 0

[State 3624, ヘルパーを掴んでしまった場合の対策]
Type = DestroySelf
Trigger1 = IsHelper
IgNoreHitPause = 1

[State 3624, LifeSet]
Type = LifeSet
Trigger1 = Time = 0
Value = 0

[State 3624, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA,AA,AP,AT
Time = 1
Persistent = 1
IgNoreHitPause = 1

[State 3624, 速度]
Type = VelSet
Trigger1 = Time = 0
X = -16
Y = -6

[State 3624, 重力]
Type = VelAdd
Trigger1 = 1
Y = 0.35

[State 3624, 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 3624, 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 3624, ChangeState]
Type = ChangeState
TriggerAll = Alive
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 50302

[State 3624, 相手のステートを返還]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100
