;-----------------------------------------------------------------------------
[Statedef -2];íŽžŠÄŽ‹ƒXƒe[ƒg(‘ŠŽè‚És“®‚ð§Œä‚³‚ê‚Ä‚àŠÖŒW–³‚­í‚ÉŽÀs‚³‚ê‚é)
;-----------------------------------------------------------------------------
;ƒnƒCƒWƒƒƒ“ƒv”»’è
[State -2, varset]
type = Varset
triggerall = !stateno = 40
trigger1 = statetype != A
var(0) = 0
ignorehitpause = 1

;--------------------------------------------------------
;‹ó’†ƒ_ƒbƒVƒ…‰ñ”
[State -2, varset]
type = Varset
trigger1 = statetype != A
var(2) = 0
ignorehitpause = 1

[State -2, varset]
type = Varset
trigger1 = stateno = 60
trigger2 = stateno = [160,165]
var(2) = 1
ignorehitpause = 1

;--------------------------------------------------------
;“ñ’iƒWƒƒƒ“ƒv‰ñ”
[State -2, varset]
type = Varset
trigger1 = statetype != A
var(3) = 0
ignorehitpause = 1

[State -2, varset]
type = Varset
trigger1 = stateno = 60
trigger2 = stateno = [160,165]
var(3) = 1
ignorehitpause = 1

;--------------------------------------------------------
;“ñ’iƒWƒƒƒ“ƒv‰Â”\”»’è
[State -2, varset]
type = Varset
trigger1 = var(4)
trigger1 = statetype != A
var(4) = 0
ignorehitpause = 1

[State -2, varset]
type = Varset
triggerall = !var(4)
triggerall = statetype = A
trigger1 = command != "holdup"
trigger2 = stateno = 620
var(4) = 1
ignorehitpause = 1

[State -2, varset]
type = Varset
triggerall = var(4) = 1
triggerall = command = "holdup"
trigger1 = statetype = A
var(4) = 2
ignorehitpause = 1

;--------------------------------------------------------
;ˆÃ“]
[State -2, varset]
type = Varset
triggerall = var(5)
trigger1 = stateno != 3100
trigger1 = stateno != 3200
trigger1 = stateno != 3210
trigger1 = stateno != 3300
trigger1 = stateno != 3500
var(5) = 0
ignorehitpause = 1

;--------------------------------------------------------
;‘ŠŽèƒ_ƒEƒ“”»’è
[State -2, varset]
type = varset
trigger1 = p2statetype = L
var(7) = 1
ignorehitpause = 1
persistent = 1

[State -2, varset]
type = varset
triggerall = var(7)
triggerall = !numtarget
trigger1 = p2stateno = 5040
trigger2 = p2stateno = 5120
trigger3 = p2stateno = [5200,5210]
trigger4 = p2statetype != L
var(7) = 0
ignorehitpause = 1

;--------------------------------------------------------
;‹àƒTƒCƒNƒo[ƒXƒg”»’è
[State -2, varset]
type = varset
Triggerall = !var(59)
triggerall = command = "burst"
triggerall = roundstate = 2
trigger1 = movetype != H
var(8) = 1

[State -2, varset]
type = varset
Triggerall = var(8)
trigger1 = roundstate = 2
trigger1 = stateno != 700 && Prevstateno = 700
trigger2 = roundstate != 2
var(8) = 0

[State -2, varset]
type = poweradd
triggerall = var(8) = 1
trigger1 = p2movetype = H
trigger1 = p2stateno != [150,159]
value = 999999999
ignorehitpause = 1

;--------------------------------------------------------
;ƒtƒHƒ‹ƒgƒŒƒXƒfƒtƒFƒ“ƒX”»’è
[State -2, varset]
type = varset
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = power > 0
triggerall = command = "holdback"
trigger1 = command = "hold_x" && command ="hold_a"
trigger2 = command = "hold_x" && command ="hold_y"
trigger3 = command = "hold_x" && command ="hold_b"
trigger4 = command = "hold_y" && command ="hold_a"
trigger5 = command = "hold_y" && command ="hold_b"
trigger6 = command = "hold_a" && command ="hold_b"
var(9) = 1
ignorehitpause = 1


;ƒtƒHƒ‹ƒgƒŒƒXƒfƒtƒFƒ“ƒXƒGƒtƒFƒNƒgƒwƒ‹ƒp[
[state -2,Helper]
type = Helper
triggerall = roundstate = 2
triggerall = var(9) = 1
triggerall = anim = [120,155]
trigger1 = numhelper(9515) = 0
trigger2 = numhelper(9515) = 1
trigger2 = helper(9515),stateno = 9516
stateno = 9515
id = 9515
name = "Fdifence"
sprpriority = 1
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0 
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999


[State -2, varset]
type = varset
triggerall = !var(59)
triggerall = roundstate = 2
trigger1 = (command = "hold_x")+(command ="hold_a")+(command ="hold_y")+(command ="hold_b")<2
trigger2 = command != "holdback"
trigger3 = power <= 0
trigger4 = stateno = [5000,5300]
trigger5 = roundstate != 2
trigger6 = stateno = [200,999]
trigger6 = movetype = A
trigger7 = stateno = [1000,3500]
trigger7 = movetype = A
var(9) = 0
ignorehitpause = 1

;--------------------------------------------------------
;ƒ‰ƒCƒt”»’è
[State -2, varset]
type = varset
trigger1 = !var(9)
var(10) = life
ignorehitpause = 1

[state -2,lifeset]
type = lifeset
triggerall = var(9)
trigger1 = stateno = [130,155]
value = var(10)
persistent = 1
ignorehitpause = 1

;--------------------------------------------------------
;¶‘¶”»’è
[State -2, varset]
type = Varset
trigger1 = alive
var(11) = 0
ignorehitpause = 1

[State -2, varadd]
type = Varadd
trigger1 = !alive && var(11) < 2
var(11) = 1
ignorehitpause = 1

;KOƒ_ƒ[ƒWƒ{ƒCƒX
[State -2,PlaySnd]
type = PlaySnd
trigger1 = var(11) = 1 && !alive
value = 13,ifelse((random%2=0),9,10)
volume = 0

;--------------------------------------------------------
;ƒUEƒnƒ“ƒh@ƒIƒu@ƒUEƒMƒ‹ƒeƒB‰æ–Ê“à”»’è
[State 1020, 2]
type = VarSet
triggerall = 1
trigger1 = numhelper(3350) 
var(12) = 1
ignorehitpause = 1

[State 1020, 2]
type = VarSet
triggerall = 1
trigger1 = !numhelper(3350) 
var(12) = 0
ignorehitpause = 1

;--------------------------------------------------------
;ƒUEƒnƒ“ƒh@ƒIƒu@ƒUEƒMƒ‹ƒeƒB”»’è
[State 1020, 2]
type = VarSet
triggerall = 1
trigger1 = !numhelper(3350)
var(13) = 0
ignorehitpause = 1

;--------------------------------------------------------
;ƒ_ƒXƒgd—Í
[State 1000, Varset]
type = Varset
triggerall = stateno != 240
trigger1 = statetype != A
trigger2 = movetype = H
var(14) = 0
ignorehitpause = 1

[State 1000, Varadd]
type = Varadd
triggerall = 1
trigger1 = var(14) >= 1
var(14) = -1
ignorehitpause = 1

;--------------------------------------------------------
;‹ó’†‘¬“x‹L‰¯
[State -2, varset]
type = varset
trigger1 = stateno != 630
trigger1 = stateno != 640
trigger1 = stateno != 3300
fvar(0) = 0

;--------------------------------------------------------
;‹ó’†‘¬“x‹L‰¯
[State -2, varset]
type = varset
trigger1 = stateno != 630
trigger1 = stateno != 640
trigger1 = stateno != 3300
fvar(1) = 0

;--------------------------------------------------------
;ƒqƒbƒg”‚É‚æ‚é•‚‚«‚Ì’á‰º
[State -2, varset]
type = varset
trigger1 = numenemy
trigger1 = enemy,gethitvar(hitcount) = [0,5]
fvar(2) = 1
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = numenemy
trigger1 = enemy,gethitvar(hitcount) = [6,11]
fvar(2) = 0.95
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = numenemy
trigger1 = enemy,gethitvar(hitcount) = [11,17]
fvar(2) = 0.9
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = numenemy
trigger1 = enemy,gethitvar(hitcount) = [17,23]
fvar(2) = 0.85
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = numenemy
trigger1 = enemy,gethitvar(hitcount) = [24,28]
fvar(2) = 0.8
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = numenemy
trigger1 = enemy,gethitvar(hitcount) = [29,34]
fvar(2) = 0.7
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = numenemy
trigger1 = enemy,gethitvar(hitcount) >= 35
fvar(2) = 0.6
ignorehitpause = 1

[State -2, varset]
type = varset
trigger1 = p2movetype != H
trigger1 = p2stateno != [5000,5999]
trigger2 = p2stateno = 5120
trigger3 = p2stateno = [5200,5220]
trigger4 = p2stateno = 5090
trigger5 = !NumTarget
trigger5 = enemy,gethitvar(hitcount) <= 0
fvar(2) = 1
ignorehitpause = 1

;-----------------------------------------------------------------------
;ƒ_ƒ[ƒW•â³
[state -2]
type = varset
trigger1 = 1
Trigger2 = RoundState = 0
trigger3 = P2MoveType != H
trigger4 = P2stateno = [120,155]
fvar(3) = 1.0

[state -2]
type = varset
trigger1 = P2MoveType = H
trigger1 = enemy,gethitvar(hitcount) > 2
trigger1 = enemy,gethitvar(hitcount) <= 20
fvar(3) = abs((100.0-(25.0+(enemy,gethitvar(hitcount)/2.0)*5.0))/100.0)
IgnoreHitPause = 1

[state -2]
type = varset
trigger1 = P2MoveType = H
trigger1 = enemy,gethitvar(hitcount) > 21
fvar(3) = 0.25
IgnoreHitPause = 1

[state -2]
type = attackmulset
trigger1 = 1
value = fvar(3)*fvar(5)

;-----------------------------------------------------------------------
;ƒo[ƒXƒgƒQ[ƒW—Ê
[State 100, 3]
type = varset
trigger1 = roundstate = 1
trigger2 = stateno = 5900
trigger2 = fvar(4) = 0
fvar(4) = 1.5
persistent = 0

[state -2]
type = varset
trigger1 = fvar(4) > 1.5
trigger2 = roundno = 1&&roundstate < 2
fvar(4) = 1.5
ignorehitpause = 1

[State -2]
type = varadd
triggerall = stateno != [120,159]
triggerall = life >= 1
triggerall = fvar(4) <= 1.5
trigger1 = time = 1
trigger1 = hitshakeover = 0
trigger1 = stateno = [5000,5999]
fvar(4) = (((gethitvar(damage)*1.5)+100)*((gethitvar(hitcount)*0.03)+1))*0.0001

[state -2]
type = varadd
triggerall = roundstate = 2
trigger1 = fvar(4) <= 1.5
trigger1 = (1000*life/const(data.life))=[0,249]
trigger1 = alive
fvar(4) = 0.0003
persistent = 1
ignorehitpause = 1

[state -2]
type = varadd
triggerall = roundstate = 2
trigger1 = fvar(4) <= 1.5
trigger1 = (1000*life/const(data.life))=[250,499]
trigger1 = alive
fvar(4) = 0.0002
persistent = 1
ignorehitpause = 1

[state -2]
type = varadd
triggerall = roundstate = 2
trigger1 = fvar(4) <= 1.5
trigger1 = (1000*life/const(data.life))=[500,1000]
trigger1 = alive
fvar(4) = 0.0001
persistent = 1
ignorehitpause = 1

;-----------------------------------------------------------------------
;ƒUEƒnƒ“ƒh@ƒIƒu@ƒUEƒMƒ‹ƒeƒBUŒ‚—Íã¸—Ê
[State 100, 3]
type = varset
trigger1 = var(13)
fvar(5) = 1.3

[State 100, 3]
type = varset
trigger1 = !var(13)
fvar(5) = 1

;--------------------------------------------------------
;ƒlƒoƒŠ•â³iª«’lj
[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(1000*life/const(data.life)) >= 410
trigger1 = numenemy
value = 1
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(1000*life/const(data.life)) = [310,409]
trigger1 = numenemy
value = 0.98
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(1000*life/const(data.life)) = [210,309]
trigger1 = numenemy
value = 0.89
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(1000*life/const(data.life)) = [160,209]
trigger1 = numenemy
value = 0.72
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(1000*life/const(data.life)) = [110,159]
trigger1 = numenemy
value = 0.58
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(1000*life/const(data.life)) = [60,109]
trigger1 = numenemy
value = 0.48
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(1000*life/const(data.life)) <= 59
trigger1 = numenemy
value = 0.4
ignorehitpause = 1

;--------------------------------------------------------
;”ò‚Ñ“¹‹ïƒGƒtƒFƒNƒg

[State 200, 2]
type = Explod
triggerall = p2movetype = H
trigger1 = projhittime(1001) = 1
trigger2 = projhittime(1051) = 1
trigger3 = projhittime(1450) = 1
trigger4 = projhittime(1451) = 1
trigger5 = projhittime(1460) = 1
trigger6 = projhittime(3150) = 1
trigger7 = projhittime(3250) = 1
anim = 6007
ID = 6007
pos = -10, -60
Postype = p2
facing = -1
sprpriority = 9
random = 5, 15
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
persistent = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 200, 2]
type = Explod
triggerall = p2movetype = H
trigger1 = projguardedtime(1001) = 1
trigger2 = projguardedtime(1051) = 1
trigger3 = projguardedtime(1450) = 1
trigger4 = projguardedtime(1451) = 1
trigger5 = projguardedtime(1460) = 1
trigger6 = projguardedtime(3150) = 1
trigger7 = projguardedtime(3250) = 1
anim = 6300
ID = 6300
pos = -10, -60
Postype = p2
facing = -1
sprpriority = 9
random = 5, 15
ownpal = 1
ontop = 1
pausemovetime = 99999
supermovetime = 99999
supermove = 1
bindtime = 1
persistent = 1
ignorehitpause = 1
scale = 0.5,0.5

;--------------------------------------------------------
;ƒ_ƒ[ƒWƒ{ƒCƒX
;’nãŽã
[State -2,playsnd]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = anim = 5000 || anim = 5010 || anim = 5020
trigger1 = stateno = 5000 || stateno = 5010
value = 13,ifelse((random%2=0),0,1)
volume = 255
channel = 2
ignorehitpause = 1

;’nã’†
[State -2,playsnd]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = anim = 5001 || anim = 5011 || anim = 5021
trigger1 = stateno = 5000 || stateno = 5010
value = 13,ifelse((random%2=0),2,3)
volume = 255
channel = 2
ignorehitpause = 1

;’nã‹­
[State -2,playsnd]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = anim != [5000,5001]
triggerall = anim != [5010,5011]
triggerall = anim != [5020,5021]
trigger1 = stateno = 5000 || stateno = 5010
value = 13,ifelse((random%2=0),4,5)
volume = 255
channel = 2
ignorehitpause = 1

;‹ó’†
[State -2,playsnd]
type = playsnd
triggerall = alive
triggerall = time = 1
trigger1 = stateno = 5020
value = 13,ifelse((random%2=0),4,5)
volume = 255
channel = 2
ignorehitpause = 1

;ƒK[ƒh’†
[State -2,playsnd]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = random < 500
trigger1 = stateno = 150
trigger1 = statetype = S
trigger2 = stateno = 152
trigger2 = statetype = C
trigger3 = stateno = 154
trigger3 = statetype = A
value = 13,ifelse((random%2=0),6,7)
volume = 255
channel = 2
ignorehitpause = 1

;‘«•¥‚¢
[State -2,playsnd]
type = playsnd
triggerall = alive
triggerall = time = 1
triggerall = anim = 5070
trigger1 = stateno = 5070
value = 13,8
volume = 255
channel = 2
ignorehitpause = 1

;--------------------------------------------------------
;’[‚Å‚ß‚­‚ç‚È‚¢‚æ‚¤‚É
[State -2, 100]
type = Width
trigger1 = p2Dist X >= 0
edge = 3,-3

[State -2, 100]
type = Width
trigger1 = p2Dist X < 0
edge = -3,3

;--------------------------------------------------------
;UŒ‚‚Ì‰¹Ž~‚ß
[State -2, 1]
type = null
trigger1 = movetype = H
channel = 0

;ƒ_ƒbƒVƒ…‚Ì‰¹Ž~‚ß
[State -2, 1]
type = stopsnd
trigger1 = stateno != 100
channel = 1

;ƒCƒ“ƒgƒ‰¹Ž~‚ß
[State -2, 1]
type = stopsnd
trigger1 = roundstate = 2
channel = 2

;’§”­‚Ì‰¹Ž~‚ß
[State -2, 1]
type = stopsnd
trigger1 = stateno != 195
trigger1 = stateno != 196
channel = 3

;‹ó’†ƒ_ƒbƒVƒ…‚Ì‰¹Ž~‚ß
[State -2, 1]
type = null;stopsnd
trigger1 = stateno != 160
trigger1 = stateno != 50
channel = 1

;--------------------------------------------------------
[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1100
trigger1 = stateno != 1110
trigger1 = stateno != 1120
ID = 1150

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1100
trigger1 = stateno != 1110
trigger1 = stateno != 1120
ID = 1151

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1100
trigger1 = stateno != 1110
trigger1 = stateno != 1120
ID = 1152

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1100
trigger1 = stateno != 1110
trigger1 = stateno != 1120
ID = 1153

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1100
trigger1 = stateno != 1110
trigger1 = stateno != 1120
ID = 1154

;--------------------------------------------------------
;config
[state -2,Helper]
type = Helper
trigger1 = roundstate = 0
trigger1 = numHelper(6000) = 0
trigger1 = anim = !15952
stateno = 6000
id = 6000
name = "config"
pos = -300,0
postype = Left
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999


;--------------------------------------------------------
;ƒo[ƒXƒgƒQ[ƒW
[state -2,Helper]
type = Helper
trigger1 = numhelper(760) = 0
stateno = 760
id = 760
name = "burstgauge"
sprpriority = 1
pos = 0,300
postype = p1
helpertype = normal
keyctrl = 0 
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999


;--------------------------------------------------------
;ƒfƒoƒbƒN—p
[State -2, DisplayToClipBoard]
Type = DisplayToClipBoard
Trigger1 = 1
Text = "(14)=%d,(9)=%d,(12)=%d,(13)=%d,\n"
Params = var(14),var(9),var(12),var(13)
IgnoreHitPause = 1

[State -2,@AppendToClipboard]
type = AppendToClipboard
trigger1 = 1
text = "P2BodyDist X: %d | P2BodyDist Y: %d | Pos X: %d | Pos Y: %d \n"
params	= floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Pos X),ceil(Pos Y)
ignorehitpause = 1

;--------------------------------------------------------
[State -2, ƒGƒtƒFƒNƒg];KOƒGƒtƒFƒNƒg
type = Explod
triggerall = !Alive
trigger1 = numexplod(10006) = 0
trigger1 = RoundState = 3
anim = 10006
postype = left
pos = 0,0
scale = 0.5 ,0.5
sprpriority = 100
pausemovetime = -1
ownpal = 1              
ID = 10006
bindtime = -1
removetime = -1
persistent = 0
supermovetime = -1
pausemovetime = -1

;--------------------------------------------------------
[State -2, mino • kyko anim]
type = ChangeAnim
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
trigger1 = stateno = 4021
trigger1 = time = 1;180
value = 36795

[State -2,STOP BGM]
type = AssertSpecial
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = time > 0;180
flag = nomusic
ignorehitpause = 1

[State -2, Snd No.0]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = time = 1;180
value = 26790,0
channel = 0
volume = 255

[State -2, Snd No.1]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = time = 540;720
value = 26790,1
channel = 0
volume = 255

[State -2, Snd No.2]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem= 2
value = 26790,2
channel = -1
volume = 255

[State -2, Snd No.3]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem=4  || animelem=8  || animelem=12
trigger2 = animelem=16 || animelem=20 || animelem=24
trigger3 = animelem=28 || animelem=32 || animelem=36
trigger4 = animelem=40 || animelem=44 || animelem=48
trigger5 = animelem=52 || animelem=56 || animelem=60
trigger6 = animelem=64 || animelem=68 || animelem=72
trigger7 = animelem=76 || animelem=80 || animelem=84
trigger8 = animelem=88 || animelem=92 || animelem=96
trigger9 = animelem=100 || animelem=104 || animelem=108
trigger10 = animelem=112 || animelem=116 || animelem=120
trigger11 = animelem=124 || animelem=128
trigger12 = time > 3450;3630
trigger12 = (GameTime%60)=0
value = 26790,3
channel = -1
volume = 255


[State -2, Snd No.16`18]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem=4 || animelem=12 || animelem=20
trigger2 = animelem=28 || animelem=36 || animelem=44
trigger3 = animelem=52 || animelem=60 || animelem=68
trigger4 = animelem=76 || animelem=84 || animelem=92
trigger5 = animelem=100 || animelem=108 || animelem=116
trigger6 = animelem=124
value = 26790,16+(Random % 3)
channel = 0
volume = 255



[State -2, Snd No.4`6]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem=8 || animelem=16 || animelem=24
trigger2 = animelem=32 || animelem=40 || animelem=48
trigger3 = animelem=56 || animelem=64 || animelem=72
trigger4 = animelem=80 || animelem=88 || animelem=96
trigger5 = animelem=104 || animelem=112 || animelem=120
value = 26790,4+(Random % 3)
channel = 0
volume = 255


[State -2, Snd No.7]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem = 129
value = 26790,7
channel = 0
volume = 255

[State -2, Snd No.15]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem=128
trigger2 = animelem=130
trigger3 = animelem=133
value = 26790,15
channel = -1
volume = 255

[State -2, Snd No.8]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem=138
trigger2 = animelem=145
value = 26790,8
channel = 0
volume = 255

[State -2, Snd No.9]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem = 151
value = 26790,9
channel = -1
volume = 255

[State -2, Snd No.10]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = time > 3450;3630
trigger1 = (GameTime%60)=0
value = 26790,10
channel = -1
volume = 255

[State -2, Snd No.11]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = time > 3480;3660
trigger1 = (GameTime%60)=0
trigger1 = !(GameTime%120)=0
value = 26790,11+(Random % 4)
channel = 0
volume = 255

[State -2, Snd No.19`20]
type = PlaySnd
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = time > 3480;3660
trigger1 = (GameTime%120)=0
value = 26790,19+(Random % 2)
channel = 0
volume = 255

[State -2,fade out]
type = AllPalfx
triggerall = p2name = "Minotaur" || p4name = "Minotaur"
triggerall = stateno = 4021
trigger1 = animelem = 182
time = 400
add = -80,-80,-80
sinadd = -256,-256,-256, 2500


;--------------------------------------------------------
;œ•ßHKOŠÖ˜A
[State -2,];;œ•ßHKOŽžŽžŠÔ‰„’·
type = AssertSpecial
triggerall = anim = 15952
trigger1 = time = [0,7000] 
;Trigger1 = p2name = "Kuromaru" || p4name = "Kuromaru"
;trigger1 = enemy,anim = 3221
flag = roundnotover


[State -2, Pos]
type = PosAdd
;Triggerall = p2name = "Kuromaru" || p4name = "Kuromaru"
triggerall = anim = 15952
;triggerall = enemy,anim = 3221
trigger1 = time < 54
y = (-30-pos y)/54


[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 2
value = 0,1
channel = -1

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 7
value = 4218,21
channel = 0

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 16
value = 4218,23
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 25
value = 0,2
channel = -1

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 31
value = 2,13
channel = -1


[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 32
value = 26790,0
channel = 0

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 48
value = 2,1
channel = 0

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 49
value = 4218,90
channel = 0

[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 52
value = 50,13
channel = 10

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 53
value = 26790,12
channel = 0

[State -2];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 53 || AnimElem = 55 || AnimElem = 57 || AnimElem = 59 || AnimElem = 61
value = 10006,0+(Random % 4)
channel = -1

[State -2,];šb‚¬ •‰‚¯‚éc‚í‚¯‚É‚Íc
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 62
value = 13,10
channel = 0


[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 62
id = 7004
ownpal = 0
sprpriority = -1
pos = 25, -3;29, 6
postype = p1
scale = 0.05, 0.075
Angle = -140;-136
bindtime = 100
anim = 7004
removetime = 100
Trans = AddAlpha
Alpha = 192, 256

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 62
id = 7004
ownpal = 0
sprpriority = -1
pos = 29, 2
postype = p1
scale = 0.05, 0.075
Angle = -140;-136
bindtime = 100
anim = 7004
removetime = 100
Trans = AddAlpha
Alpha = 192, 256


[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 62
value = 50,20
channel = -1

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 64
value = 50,0
channel = -1

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 65
value = 11,1
channel = 0

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 67
value = 13,4
channel = 0


[State 5150, 5-4-3];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84 || AnimElem = 89
trigger2 = AnimElem = 94 || AnimElem = 99 || AnimElem = 104 || AnimElem = 109 || AnimElem = 114
trigger3 = AnimElem = 119 || AnimElem = 124 || AnimElem = 129 || AnimElem = 134 || AnimElem = 139
value = 13, 1
channel = 0


[State 5150, 5-4-3];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84 || AnimElem = 89
trigger2 = AnimElem = 94 || AnimElem = 99 || AnimElem = 104 || AnimElem = 109 || AnimElem = 114
trigger3 = AnimElem = 119 || AnimElem = 124 || AnimElem = 129 || AnimElem = 134 || AnimElem = 139
value = 26790, 9
channel = -1

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84 || AnimElem = 89
trigger2 = AnimElem = 94 || AnimElem = 99 || AnimElem = 104 || AnimElem = 109 || AnimElem = 114
trigger3 = AnimElem = 119 || AnimElem = 124 || AnimElem = 129 || AnimElem = 134 || AnimElem = 139
id = 18306
ownpal = 0
sprpriority = -1
pos = 21, -8
postype = p1
scale = 0.25, 0.25
;bindtime = 100
anim = 18306
removetime = -2
Trans = add1



[State 5150, 5-4-3];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 144 || AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 167
trigger2 = AnimElem = 173 || AnimElem = 179 || AnimElem = 185 || AnimElem = 191 || AnimElem = 197 || AnimElem = 203
value = 4218, 21
channel = 0

[State 5150, 5-4-3];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 144 || AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 167
trigger2 = AnimElem = 173 || AnimElem = 179 || AnimElem = 185 || AnimElem = 191 || AnimElem = 197 || AnimElem = 203
value = 10006, 4
channel = -1

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 144 || AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 167
trigger2 = AnimElem = 173 || AnimElem = 179 || AnimElem = 185 || AnimElem = 191 || AnimElem = 197 || AnimElem = 203
id = 18307
ownpal = 0
sprpriority = -1
pos = 21, -8
postype = p1
scale = 0.5, 0.5
;bindtime = 100
anim = 18307
removetime = -2
Trans = add1

[State 5150, 5-4-3];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 209 || AnimElem = 215 || AnimElem = 221 || AnimElem = 227 || AnimElem = 233
trigger2 = AnimElem = 239 || AnimElem = 245 || AnimElem = 251 || AnimElem = 257 || AnimElem = 263
value = 4218, 22
channel = 0

[State 5150, 5-4-3];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 209 || AnimElem = 215 || AnimElem = 221 || AnimElem = 227 || AnimElem = 233
trigger2 = AnimElem = 239 || AnimElem = 245 || AnimElem = 251 || AnimElem = 257 || AnimElem = 263
value = 50, 10
channel = -1

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 209 || AnimElem = 215 || AnimElem = 221 || AnimElem = 227 || AnimElem = 233
trigger2 = AnimElem = 239 || AnimElem = 245 || AnimElem = 251 || AnimElem = 257 || AnimElem = 263
id = 18308
ownpal = 0
sprpriority = -1
pos = 21, -8
postype = p1
scale = 0.5, 0.5
;bindtime = 100
anim = 18308
removetime = -2
Trans = add1



[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 267
value = 111,0
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 268
value = 50,21
channel = -1


[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 271 || AnimElem = 275 || AnimElem = 279 || AnimElem = 283
trigger2 = AnimElem = 284 || AnimElem = 285 || AnimElem = 286 || AnimElem = 287 || AnimElem = 288
trigger3 = AnimElem = 311
id = 183090
ownpal = 0
sprpriority = -1
pos = 22, -10
postype = p1
scale = 0.5, 0.5
Angle = 0
;bindtime = 100
anim = 18309
removetime = -2
Trans = add1

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 271 || AnimElem = 275 || AnimElem = 279 || AnimElem = 283
trigger2 = AnimElem = 284 || AnimElem = 285 || AnimElem = 286 || AnimElem = 287 || AnimElem = 288
trigger3 = AnimElem = 311
id = 183091
ownpal = 0
sprpriority = -1
pos = 22, -10
postype = p1
scale = 0.5, 0.5
Angle = 90
;bindtime = 100
anim = 18309
removetime = -2
Trans = add1


[State -2];‰æ–ÊƒGƒtƒFƒNƒg
Type = Afterimage
triggerall = anim = 15952
trigger1 = animelem = 268
Time = -1
Length = 10
Timegap = 5
Framegap = 1
Trans = Add



[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 269
value = 50,11
channel = 10

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 269 || animelem = 275 || AnimElem = 285 || AnimElem = 289
value = 50,3
channel = -1

[State -2];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 271 || AnimElem = 283 || AnimElem = 287
value = 50,4
channel = -1

[State -2,];œŒø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 284 || AnimElem = 289
value = 50,5
channel = 20

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 284
id = 120310
ownpal = 0
sprpriority = 1
pos = 17, -15
postype = p1
scale = 0.25, 0.25
;bindtime = 100
anim = 12032
removetime = -2
;Trans = add

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 290
value = 26790,8
channel = 0

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 290 || AnimElem = 291
trigger2 = AnimElem = 296 || AnimElem = 297
id = 18310
ownpal = 0
sprpriority = -1
pos = 20, -11
postype = p1
scale = 0.5, 0.5
;bindtime = 100
anim = 18310
removetime = -2
Trans = add1

[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 295
value = 50,12
channel = 10


[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 301
id = 7004
ownpal = 0
sprpriority = -1
pos = 25, -3;29, 6
postype = p1
scale = 0.05, 0.075
Angle = -140
bindtime = 100
anim = 7004
removetime = 100
Trans = AddAlpha
Alpha = 192, 256

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 301
id = 7004
ownpal = 0
sprpriority = -1
pos = 27, 0
postype = p1
scale = 0.05, 0.075
Angle = -140
bindtime = 100
anim = 7004
removetime = 100
Trans = AddAlpha
Alpha = 192, 256

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 301
id = 7004
ownpal = 0
sprpriority = -1
pos = 29, 3
postype = p1
scale = 0.05, 0.075
Angle = -140
bindtime = 100
anim = 7004
removetime = 100
Trans = AddAlpha
Alpha = 192, 256


[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 301
value = 50,20
channel = -1

[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 305
value = 50,14
channel = 10

[State -2,];šb‚¬ ‚±‚±‚Ü‚Åc‚È‚Ì‚©c
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 309
value = 13,9
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 311
value = 50,0
channel = -1

[State -2];‰æ–ÊƒGƒtƒFƒNƒg
type = Explod
triggerall = anim = 15952
trigger1 = AnimElem = 311 || AnimElem = 320 || AnimElem = 330
id = 18311
ownpal = 0
sprpriority = -1
pos = 17, -10
postype = p1
scale = 0.75, 0.75
;bindtime = 100
anim = 18311
removetime = -2
Trans = add1

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 314
value = 50,1
channel = -1

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 312 || AnimElem = 321 || AnimElem = 331
value = 11,0+(Random % 2)
channel = 0
LowPriority = 1

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15952
trigger1 = animelem = 326 || AnimElem = 336
value = 60,0+(Random % 5);26790,11
channel = 0
LowPriority = 1

[State -2];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15952
trigger1 = AnimElem = 312 || AnimElem = 318 || AnimElem = 321 || AnimElem = 327 || AnimElem = 331 || AnimElem = 337
value = 10006,2+(Random % 4)
channel = -1


[State -2];ˆê–‡ŠG
type = Explod
triggerall = anim = 15952
trigger1 = time = 4500
anim = 10010
facing = 1
bindtime = -1
removetime = -1
PosType = Left
pos = 0,0
sprpriority = 10
ownpal = 1
ontop = 1
scale = 0.5 ,0.5
IgnoreHitPause = 0
persistent = 0 

[State -2];ˆê–‡ŠG•â•
type = Explod
triggerall = anim = 15952
trigger1 = time = 4500
anim = 10011
facing = 1
bindtime = -1
removetime = -1
PosType = Left
pos = 0,0
sprpriority = 11
ownpal = 1
ontop = 1
scale = 0.5 ,0.5
IgnoreHitPause = 0
persistent = 0 


;--------------------------------------------------------
;;15953;;;;;;;;;;;;;;;;;;;;;;;;

[State -2,];;œ•ßHKOŽžŽžŠÔ‰„’·
type = AssertSpecial
triggerall = anim = 15953
trigger1 = time = [0,6000] 
flag = roundnotover

[State -2, Pos]
type = PosAdd
triggerall = anim = 15953
trigger1 = time < 54
y = (-30-pos y)/54



[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 2
value = 50,12
channel = 10

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 3
value = 2,13
channel = -1

[State -2,];šb‚¬ •ßŠl
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 5
value = 13,4
channel = 0

[State -2,];šb‚¬ N“ü
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 9
value = 13,8
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 12 || AnimElem = 16 || AnimElem = 20 || AnimElem = 24
value = 10006,0+(Random % 4)
channel = -1

[State -2,];šb‚¬ N“ü‚¢‚¶‚è
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 17 || AnimElem = 21 || AnimElem = 25
value = 4228,21
channel = 0

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 32
value = 10006,16
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 43
value = 0,1
channel = -1

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 48
value = 0,10
channel = -1

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 50
value = 4218,23
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 55
value = 50,21
channel = -1

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 57
value = 13,3
channel = 0

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 61
value = 4218,22
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 61
value = 10006,3
channel = -1

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 66
value = 10006,52
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 72
value = 50,20
channel = -1

[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 75
value = 50,14
channel = 10

[State -2,];šb‚¬
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 86
value = 10006,12
channel = 0

[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 89
value = 50,13
channel = 10

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 91
value = 2,13
channel = -1


[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem =  91 || AnimElem =  96 || AnimElem = 101 || AnimElem = 104 || AnimElem = 106 || AnimElem = 109
trigger2 = AnimElem = 111 || AnimElem = 114 || AnimElem = 116 || AnimElem = 119 || AnimElem = 121 || AnimElem = 124
trigger3 = AnimElem = 126 || AnimElem = 129 || AnimElem = 131 || AnimElem = 134 || AnimElem = 136 || AnimElem = 139
value = 10006,3+(Random % 3)
channel = -1

[State -2,];šb‚¬ ‚¢‚¶‚è1
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 93 || AnimElem = 98 || AnimElem =103 || AnimElem =108 || AnimElem =113
value = 13,0+(Random % 2)
channel = 0

[State -2,];šb‚¬ ‚¢‚¶‚è2
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 118 || AnimElem = 123 || AnimElem =128 || AnimElem =133 || AnimElem =138
value = 13,3+(Random % 2)
channel = 0


[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 143
value = 50,12
channel = 10

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 144
value = 50,20
channel = -1

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 148 || AnimElem =151
value = 0,10
channel = -1

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 153
value = 2,13
channel = -1

[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 158
value = 50,14
channel = 10

[State -2,];šb‚¬ “Ë‚Áž‚Ý‘O
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 159
value = 4218,90
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 172
value = 50,0
channel = -1

[State -2,];šb‚¬ “Ë‚Áž‚Ý1
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 172
value = 11,1
channel = 0

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 173
value = 2,6
channel = -1

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 176 || AnimElem =177 || AnimElem = 180 || AnimElem =181
value = 50,2+(Random % 2)
channel = -1

[State -2,];šb‚¬ “Ë‚Áž‚Ý2
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 176 || AnimElem =177 || AnimElem = 180 || AnimElem =181
value = 13,2+(Random % 4)
channel = 0


[State -2,];œ‰¹º
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 217
value = 50,12
channel = 10

[State -2,];Œø‰Ê‰¹
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 184 || AnimElem = 189 || AnimElem = 194 || AnimElem = 199 || AnimElem = 204
trigger2 = AnimElem = 209 || AnimElem = 214 || AnimElem = 219
value = 10006,4+(Random % 4)
channel = -1

[State -2,];šb‚¬ “Ë‚Áž‚Ý3
type = PlaySnd
triggerall = anim = 15953
trigger1 = AnimElem = 184 || AnimElem = 189 || AnimElem = 194 || AnimElem = 199 || AnimElem = 204
trigger2 = AnimElem = 209 || AnimElem = 214 || AnimElem = 219
value = 5000,ifelse((random%2=0),0,ifelse((random%2=0),10,20)) ;5000,0 5000,10 5000,20‚ðƒ‰ƒ“ƒ_ƒ€Ä¶
channel = 0
LowPriority = 1



;--------------------------------------------------------

;------------------------------------------------------------------------------------------
;Psycho_Raper_Vega‘Î‰žƒXƒe[ƒg

;----------------------------------------------------------
;ô”]ƒxƒK‹RæˆÊ‘Î‰ž
;----------------------------------------------------------
;----------------------------------------------------------
;ô”]ƒxƒK‹RæˆÊ‘Î‰ž
;----------------------------------------------------------
[State -2,ô”]ƒxƒK‘Î‰ž–{‘ÌÁ‹Ž]
type=AssertSpecial
flag=invisible
flag2=NoShadow
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = !IsHelper
trigger1 = (stateno = [2636,2639])&&(movetype=H)         ;ô”]ƒŒƒCƒv—p
trigger2 = (stateno = 100198)&&(life<=0)                 ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
ignorehitpause=1

[State -2, ‹RæˆÊ1’iŠK–Ú]
type = Explod
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = !NumExplod(10046)
triggerall = !IsHelper
trigger1 = stateno = 2636                 ;ô”]ƒŒƒCƒv—p
trigger1 = movetype=H                     ;ô”]ƒŒƒCƒv—p
trigger2 = (stateno = 100198)&&(life<=0)  ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
trigger2 = EnemyNear,anim = 2631          ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
trigger2 = EnemyNear,stateno != 100196    ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
anim = 10046
ID = 10046
bindtime = -1
removetime = -1
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = ifelse(stateno = 100198,2,1) ;ô”]ƒŒƒCƒv—p‚È‚ç‚PAƒzƒeƒ‹‹RæˆÊ‚j‚n—p‚È‚ç‚Q
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[state -2, ‹RæˆÊ1’iŠK–ÚÁ‹Ž]
type = RemoveExplod
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = NumExplod(10046)
triggerall = !IsHelper
trigger1 = stateno != 2636                                 ;ô”]ƒŒƒCƒv—p
trigger1 = !((stateno = 100198)&&(EnemyNear,anim = 2631)&&(EnemyNear,stateno != 100196))  ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
ID = 10046

[State -2, ‹RæˆÊ2’iŠK–Ú]
type = Explod
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = !NumExplod(45510050)
triggerall = !IsHelper
trigger1 = stateno = 2637                 ;ô”]ƒŒƒCƒv—p
trigger1 = movetype=H                     ;ô”]ƒŒƒCƒv—p
trigger2 = (stateno = 100198)&&(life<=0)  ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
trigger2 = EnemyNear,anim = 2632          ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
anim = 45510050
ID = 45510050
bindtime = -1
removetime = -1
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = ifelse(stateno = 100198,2,1) ;ô”]ƒŒƒCƒv—p‚È‚ç‚PAƒzƒeƒ‹‹RæˆÊ‚j‚n—p‚È‚ç‚Q
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[state -2, ‹RæˆÊ2’iŠK–ÚÁ‹Ž]
type = RemoveExplod
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = NumExplod(45510050)
triggerall = !IsHelper
trigger1 = stateno != 2637                                 ;ô”]ƒŒƒCƒv—p
trigger1 = !((stateno = 100198)&&(EnemyNear,anim = 2632))  ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
ID = 45510050


[State -2, ‹RæˆÊ3’iŠK–Ú]
type = Explod
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = !NumExplod(45510052)
triggerall = !IsHelper
trigger1 = stateno = 2638                 ;ô”]ƒŒƒCƒv—p
trigger1 = movetype=H                     ;ô”]ƒŒƒCƒv—p
trigger2 = (stateno = 100198)&&(life<=0)  ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
trigger2 = EnemyNear,anim = 2633          ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
anim = 45510052
ID = 45510052
bindtime = -1
removetime = -1
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = ifelse(stateno = 100198,2,1) ;ô”]ƒŒƒCƒv—p‚È‚ç‚PAƒzƒeƒ‹‹RæˆÊ‚j‚n—p‚È‚ç‚Q
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[state -2, ‹RæˆÊ3’iŠK–ÚÁ‹Ž]
type = RemoveExplod
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = NumExplod(45510052)
triggerall = !IsHelper
trigger1 = stateno != 2638                                 ;ô”]ƒŒƒCƒv—p
trigger1 = !((stateno = 100198)&&(EnemyNear,anim = 2633))  ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
ID = 45510052


[State -2, ‹RæˆÊF’iŠK–Ú]
type = Explod
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = !NumExplod(45510054)
triggerall = !IsHelper
trigger1 = stateno = 2639                 ;ô”]ƒŒƒCƒv—p
trigger1 = movetype=H                     ;ô”]ƒŒƒCƒv—p
trigger2 = (stateno = 100198)&&(life<=0)  ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
trigger2 = EnemyNear,anim = 2634          ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
anim = 45510054
ID = 45510054
bindtime = -1
removetime = -1
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = ifelse(stateno = 100198,2,1) ;ô”]ƒŒƒCƒv—p‚È‚ç‚PAƒzƒeƒ‹‹RæˆÊ‚j‚n—p‚È‚ç‚Q
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[state -2, ‹RæˆÊF’iŠK–ÚÁ‹Ž]
type = RemoveExplod
triggerall = (enemynear,name="Psycho_Raper_Vega")
triggerall = NumExplod(45510054)
triggerall = !IsHelper
trigger1 = stateno != 2639                                 ;ô”]ƒŒƒCƒv—p
trigger1 = !((stateno = 100198)&&((EnemyNear,anim = 2634)||(EnemyNear,stateno = 100196)))  ;ƒzƒeƒ‹‹RæˆÊ‚j‚n—p
ID = 45510054

[State -2,] ;ƒ~ƒm‹RæˆÊE1’iŠK–Ú -> ô”]ƒxƒK‹RæˆÊE1’iŠK–Ú
type=null;ChangeAnim
trigger1=stateno=2636&&movetype=H&&anim=36636||stateno=100198&&anim=36636
trigger1=P2name="Psycho_Raper_Vega"
value=10046

[State -2,] ;ƒ~ƒm‹RæˆÊE2’iŠK–Ú -> ô”]ƒxƒK‹RæˆÊE2’iŠK–Ú
type=null;ChangeAnim
trigger1=stateno=2637&&movetype=H&&anim=36637||stateno=100198&&anim=36637
trigger1=P2name="Psycho_Raper_Vega"
value=45510050

[State -2,] ;ƒ~ƒm‹RæˆÊE3’iŠK–Ú -> ô”]ƒxƒK‹RæˆÊE3’iŠK–Ú
type=null;ChangeAnim
trigger1=stateno=2638&&movetype=H&&anim=36638||stateno=100198&&anim=36638
trigger1=P2name="Psycho_Raper_Vega"
value=45510052

[State -2,] ;ƒ~ƒm‹RæˆÊEf -> ô”]ƒxƒK‹RæˆÊEf
type=null;ChangeAnim
trigger1=stateno=2639&&movetype=H&&anim=36639||stateno=100198&&anim=36639
trigger1=P2name="Psycho_Raper_Vega"
value=45510054

;------------------------------------------------------------------------------------------


;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;”sŽÒ—½JƒRƒ“ƒvƒQ[‘Î‰žƒXƒe[ƒg
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[State -2]
type = selfstate
triggerall = lose
trigger1 = EnemyNear,NumExplod(8757501)
trigger1 = EnemyNear,stateno = 87507180
trigger1 = stateno != 87505150
trigger1 = stateno != 8750000
value = 87505150
ctrl = 0
ignorehitpause = 1

[State -2]
type = selfstate
triggerall = lose
trigger1 = EnemyNear,NumExplod(8757501)
trigger1 = EnemyNear,stateno = 87507181
trigger1 = stateno != 8750100
value = 8750100
ctrl = 0
ignorehitpause = 1
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------


;---------------------------------------------------------------------------------
[Statedef -3];íŽžŠÄŽ‹ƒXƒe[ƒg(p2stateno‚È‚Ç‚Å‘ŠŽè‚És“®‚ð§Œä‚³‚ê‚½Žž‚ÍŽÀs‚µ‚È‚¢)
;---------------------------------------------------------------------------------

[State -2, 100]
type = null;Width
trigger1 = p2Dist X < 0
edge = -3,3

[State -3, ƒŠƒ‡ƒiEND—pƒXƒe[ƒW”FŽ¯]
type = varset
triggerall = RoundState = 2
trigger1 = Pos X = -70 || Pos X = 70;"The rape spot of the bar"A"Re-vengeyo"”FŽ¯—p
trigger2 = Pos X = -75 || Pos X = 75;"ryona wall"”FŽ¯—p
var(58) = 1

[State -3, ƒŠƒ‡ƒiEND•ªŠò]
Type = ChangeState
Value = 100060
triggerall = var(58) = 1
trigger1 = !EnemyNear,stateno = 87507180;”sŽÒ—½JƒRƒ“ƒvƒQ[–\”­–hŽ~
trigger1 = !EnemyNear,stateno = 87507181;”sŽÒ—½JƒRƒ“ƒvƒQ[–\”­–hŽ~
trigger1 = !EnemyNear,NumExplod(8757501);”sŽÒ—½JƒRƒ“ƒvƒQ[–\”­–hŽ~
trigger1 = !(p2name = "kuromaru" || p4name = "kuromaru");kuromaruŒnœŠO
trigger1 = !(p2name = "Minotaur" || p4name = "Minotaur");ƒ~ƒmƒ^ƒEƒ‹ƒXœŠO
trigger1 = !(p2name = "Psycho_Raper_Vega" || p4name = "Psycho_Raper_Vega");ô”]ƒxƒKœŠO
trigger1 = !Alive && stateno = 5150 && MatchOver


;---------------------------------------------------------------------------------





;---------------------------------------------------------------------------
; ????????(p2stateno?????????????????????)
;---------------------------------------------------------------------------

[Statedef -4]

[State 3160]
type = ChangeAnim
trigger1 = RoundState >= 4
trigger1 = win
trigger1 = stateno = 3160
trigger1 = anim != 3221
value = 3221

[State 3160]
type = null;PlaySnd ???????w
trigger1 = RoundState >= 4
trigger1 = win
trigger1 = anim = 3221
trigger1 = AnimElem = 2
value = 20,10
volume = 1

;??????????????????????????????????
[State -4, ?????]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;????????
trigger2 = stateno = 106 ;???????????
value = 40, 0

[State -4, ?????]
type = PlaySnd
triggerall = Time = 1 && Random <= 450
trigger1 = Stateno = 200
trigger2 = Stateno = 210
trigger3 = Stateno = 230
trigger4 = Stateno = 240
trigger5 = Stateno = 410
trigger6 = Stateno = 430
trigger7 = Stateno = 610
trigger8 = Stateno = 640
value = 200,1
channel = 0

[State -4, ?????]
type = PlaySnd
triggerall = Time = 1
trigger1 = Stateno = 1060
trigger2 = Stateno = 1067
value = 200,0
channel = 0

[State -4, ?????]
type = PlaySnd
triggerall = Time = 1
trigger1 = Stateno = 105
trigger2 = Stateno = 800
trigger3 = Stateno = 1010
trigger4 = Stateno = 1000
trigger5 = Stateno = 1020
trigger6 = Stateno = 1050
trigger7 = Stateno = 1100
value = 1000,0
channel = 0

[State -4, ???????]
type = PlaySnd
triggerall = Time = 1
trigger1 = Stateno = 1080
trigger2 = Stateno = 1085
value = 1080,0
channel = 0

[State -4, ??????]
type = PlaySnd
triggerall = Time = 1
trigger1 = Stateno = 3000
trigger2 = Stateno = 3050
trigger3 = Stateno = 3100
value = 3000,0
channel = 0

[State -4, ???????]
type = PlaySnd
triggerall = Random < 500
triggerall = Time = 1
triggerall = Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,0
channel = 0

[State -4, ??????]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
triggerall = Random < 750
trigger1 = stateno=151 || stateno=153 || stateno=155
trigger2 = stateno = 702
value = 200,1
channel = 0

[State -4, ?????????]
type = PlaySnd
triggerall = Time = 1
triggerall = Alive
trigger1 = stateno = 5100 || stateno = 5101
value = 5100,0
channel = 0

;??????????????????????????????????????????
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;¦???
; MUGEN???Data??????????????(?????)???????
;?common1.cns(??????????????)???????????
; def?????StCommon??????????????
; ???????????CNS?common1.cns????????????????
; ??????????????????????????????????
;
; common1.cns?????????????????????
; ???????????????????????????
;
;--------------------------------------------------------------------------
;===========================================================================
















;fatal move Peketo
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------

;-------------------------------------------------------------------------------
;-----------------
;fatal move Peketo
;-----------------
;decapitado - cabeza (helper)

[Statedef 46000]
type = S
ctrl = 0
velset = 0,0
sprpriority = 1

[State 4010, I‚í‚ç‚È‚¢]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag  = NoShadow
flag2 = NoBG
flag3 = NoFG
ignorehitpause = 1


[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag  = NoMusic
flag2 = NoBarDisplay
ignorehitpause = 1

[State -2, re]
type = RemoveExplod
trigger1 = time = 0
trigger1 = numexplod(6617)>=1
ID = 6617

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6640) != 0
ID = 6640

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6641) != 0
ID = 6641

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6642) != 0
ID = 6642

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6643) != 0
ID = 6643

[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6644) != 0
ID = 6644


[State -2,RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(6645) != 0
ID = 6645

[State -3,select]        
type = Explod 
trigger1 = NumExplod(6603) = 0
id = 6603
sprpriority = -1
pos = 0, 0
postype = left
facing = 1
scale = 4 , 4
bindtime = -1
anim = 6603
removetime = -1

[State -3,select]        
type = Explod
trigger1 = NumExplod(6617) = 0
id = 6617
sprpriority = 6
pos = 0, 0
postype = left
facing = 1
scale = 4 , 4
bindtime = -1
anim = 6603
removetime = -1

[State -3,select]        
type = Explod
triggerall = NumExplod(6615) = 0
trigger1 = Time = 0
id = 6615
sprpriority = 7
pos = 120, 100
postype = left
facing = 1
scale = 0.5 , 0.5
bindtime = -1
anim = 6615
removetime = 280


[State 1699, ˆÊ’u]
type = Posset
trigger1 =  time = 1
X = 0
Y = 0

[state 50000]
type = Turn
trigger1 = Facing = -1
ignorehitpause = 1

[State 0, 4]
type = ChangeState
trigger1 =  time >= 280
value = 46001

;--------------------------------------------------------------------------------

[Statedef 46001,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 30000
ctrl = 0
sprpriority = 3

[State 82140, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag  = NoShadow
flag2 = NoBG
flag3 = NoFG
ignorehitpause = 1

[State 4000, I‚í‚ç‚È‚¢]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2  = NoMusic
flag3 = NoBarDisplay

[State 9103, ƒGƒtƒFƒNƒgÁ‹Ž]
type = RemoveExplod
trigger1 = time = 0
ID = 45015

[State 9103, ƒGƒtƒFƒNƒgÁ‹Ž]
type = RemoveExplod
trigger1 = time = 0
ID = 6603

[State 9103, ƒGƒtƒFƒNƒgÁ‹Ž]
type = RemoveExplod
trigger1 = time = 0
ID = 6617

[State 9103, ƒGƒtƒFƒNƒgÁ‹Ž]
type = RemoveExplod
trigger1 = time = 0
ID = 6615



[State 1610, •]
type = PosSet
trigger1 = time = 0
x = 0
y = -50

[State 12002, –{‘Ì2]
type = Explod
trigger1 = time = 100
anim = 45014
ID =45014
postype = p1
facing = -1
;pos = ceil(5*const(size.xscale)),ceil(45*const(size.yscale))
pos = 5,45
removetime = -1
bindtime = -1
sprpriority = 6
supermovetime = 30
removeongethit = 1



[State 12002, ”wŒi]
type = Explod
trigger1 = NumExplod(45005) = 0
trigger1 = time = 0
anim = 45005
ID =45005
postype = left
;pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale))
pos = 0,0
scale = 0.5,0.5
removetime = -5
bindtime = -1
sprpriority = -5
supermovetime = 30
removeongethit = 1


[State 12002, ”wŒi2]
type = Explod
trigger1 = NumExplod(45013) = 0
trigger1 = time = 0
anim = 45013
ID =45013
postype = p2
;pos = ceil(0*const(size.xscale)),ceil(80*const(size.yscale))
pos = 0,80
removetime = -1
bindtime = -1
sprpriority = 10
supermovetime = 30
removeongethit = 1


[State 12002, ƒuƒƒbƒN]
type = Explod
trigger1 = NumExplod(45004) = 0
trigger1 = time = 0
anim = 45004
ID =45004
postype = p1
;pos = ceil(3*const(size.xscale)),ceil(45*const(size.yscale))
pos = 3,45
removetime = -1
bindtime = -1
sprpriority = -1
supermovetime = 30
removeongethit = 1

[State 12002, ƒuƒƒbƒN2]
type = Explod
trigger1 = NumExplod(45006) = 0
trigger1 = time = 0
anim = 45006
ID =45006
postype = p1
;pos = ceil(3*const(size.xscale)),ceil(45*const(size.yscale))
pos = 3,45
removetime = -1
bindtime = -1
sprpriority = 2
supermovetime = 30
removeongethit = 1

[State 13100, ŽŸ‚Ö]
type = ChangeState
trigger1 = Time = 200
value = 46002

;---------------------------------------------------------------------------


[Statedef 46002,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 30000
ctrl = 0
sprpriority = 3

[State 82140, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag  = NoShadow
flag2 = NoBG
flag3 = NoFG
ignorehitpause = 1

[State 4000, I‚í‚ç‚È‚¢]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2  = NoMusic
flag3 = NoBarDisplay



[State 51209,‰¹º‚P];‘}“ü‰¹
type = PlaySnd
trigger1 = time = 16
value = 6080,6

[State 51209, ‰¹º2];ƒsƒXƒgƒ“1
type = PlaySnd
trigger1 = time = 80 ||time = 100 || time = 120 || time = 140
trigger2 = time = 160 ||time = 180 || time = 200 || time = 220
value = 8200,4

[State 51209, ‰¹º2-2];ƒsƒXƒgƒ“2
type = PlaySnd
trigger1 = time = 240 ||time = 252 || time = 264 || time = 276
trigger2 = time = 288 ||time = 300 || time = 312 || time = 324
value = 8200,4


[State 51209, ‰¹º2];ƒsƒXƒgƒ“3
type = PlaySnd
trigger1 = time = 80 ||time = 100 || time = 120 || time = 140
trigger2 = time = 160 ||time = 180 || time = 200 || time = 220
value = 8150,3

[State 51209, ‰¹º2-2];ƒsƒXƒgƒ“4
type = PlaySnd
trigger1 = time = 240 ||time = 252 || time = 264 || time = 276
trigger2 = time = 288 ||time = 300 || time = 312 || time = 324
value = 8150,3


[State 51209,‰¹º‚R];ŽË¸‰¹
type = PlaySnd
trigger1 = time =332||time = 367||time = 403
value = 8200,5

[State 51209, 4] ;”òŽU‰t1
type = Explod
trigger1 = time =342||time = 377||time = 413
id = 18308
ownpal = 0
sprpriority = 5
pos = 0, 0
facing = -1
postype = p1
scale = 0.5,0.5
bindtime = 1
anim = 18306

[State 51209, 4] ;”òŽU‰t2
type = Explod
trigger1 = time = 493
id = 18308
ownpal = 0
sprpriority = 5
pos = 3, 5
facing = -1
postype = p1
scale = 0.6,0.6
bindtime = 1
anim = 18306

[State 51209, 4] ;˜R‚êo‚é‰t
type = Explod
trigger1 = time = 503
id = 18308
ownpal = 0
facing = -1
sprpriority = 5
pos = 0, 4
postype = p1
scale = 1.0,1.0
bindtime = 1
anim = 1151250


[State 9103, ƒGƒtƒFƒNƒgÁ‹Ž]
type = RemoveExplod
trigger1 = time = 0
ID = 45014


[State 12002, –{‘Ì2]
type = Explod
trigger1 = time = 0
anim = 45018
ID =45018
postype = p1
facing = -1
;pos = ceil(5*const(size.xscale)),ceil(45*const(size.yscale))
pos = 5,45
removetime = -1
bindtime = -1
sprpriority = 6
supermovetime = 30
removeongethit = 1



[State 13100, ŽŸ‚Ö]
type = ChangeState
trigger1 = Time = 523
value = 46003


;---------------------------------------------------------------------------


[Statedef 46003,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 30000
ctrl = 0
sprpriority = 3

[State 82140, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag  = NoShadow
flag2 = NoBG
flag3 = NoFG
ignorehitpause = 1

[State 4000, I‚í‚ç‚È‚¢]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2  = NoMusic
flag3 = NoBarDisplay


[State 9103, ƒGƒtƒFƒNƒgÁ‹Ž]
type = RemoveExplod
trigger1 = time = 0
ID = 45018



[State 51210,‰¹º0];‘}“ü‰¹¬
type = PlaySnd
trigger1 = time = 20
value = 8150,2

[State 51210,‰¹º‚P];‘}“ü‰¹‘å
type = PlaySnd
trigger1 = time = 98||time = 558
value = 6080,6


[State 51210,‰¹º‚P];”÷“®
type = PlaySnd
trigger1 = time = 66
value = 8150,1

[State 51210, ‰¹º2];ƒsƒXƒgƒ“1
type = PlaySnd
trigger1 = time = 192 ||time = 212 || time = 232 || time = 252
trigger2 = time = 272 ||time = 292 
value = 8200,4

[State 51210, ‰¹º2-2];ƒsƒXƒgƒ“2
type = PlaySnd
trigger1 = time = 310 ||time = 322 || time = 334 || time = 346
trigger2 = time = 358 ||time = 370 || time = 382 
trigger3 = time = 603 ||time = 615 || time = 627 || time = 639|| time = 651|| time = 663|| time = 675
value = 8200,4

[State 51210, ‰¹º2];ƒsƒXƒgƒ“3
type = PlaySnd
trigger1 = time = 192 ||time = 212 || time = 232 || time = 252
trigger2 = time = 272 ||time = 292 
value = 8150,3

[State 51210, ‰¹º2-2];ƒsƒXƒgƒ“4
type = PlaySnd
trigger1 = time = 310 ||time = 322 || time = 334 || time = 346
trigger2 = time = 358 ||time = 370 || time = 382 
trigger3 = time = 603 ||time = 615 || time = 627 || time = 639|| time = 651|| time = 663|| time = 675
value = 8150,3

[State 51210,‰¹º‚R];ŽË¸‰¹
type = PlaySnd
trigger1 = time =402||time = 429||time = 442||time = 462||time = 482
trigger2 = time =683||time = 713||time = 743||time = 773
value = 8200,5

[State 51210,‰¹º‚R];ŽË¸‰¹¬
type = PlaySnd
trigger1 = time =803||time = 833
value = 8150,2


[State 51210,‰¹º5-1];”²‚¢‚½‰¹
type = PlaySnd
trigger1 = time = 516||time = 903
value = 6080,7


[State 51210,‰¹º6];‰œ‚Ü‚Å“ü‚Á‚Ä‚«‚Ä‚éEEE“I‚È
type = PlaySnd
trigger1 = time = 863
value = 8150,0


[State 12002, –{‘Ì2]
type = Explod
trigger1 = time = 0
anim = 45015
ID =45015
postype = p2
facing = -1
pos = ceil(5*const(size.xscale)),ceil(45*const(size.yscale))
;pos = 5,45
removetime = -1
bindtime = -1
sprpriority = 6
supermovetime = 30
removeongethit = 1

[State 51210, 4] ;”òŽU‰t1
type = Explod
trigger1 = time =402||time = 429||time = 442||time = 462||time = 482
id = 18308
ownpal = 0
sprpriority = 5
pos = 0, 0
facing = -1
postype = p1
scale = 0.6,0.6
bindtime = 1
anim = 18306

[State 51210, 4] ;”òŽU‰t2
type = Explod
trigger1 = time =683||time = 713||time = 743||time = 773
id = 18308
ownpal = 0
facing = -1
sprpriority = 5
pos = 0, 0
postype = p1
scale = 0.7,0.7
bindtime = 1
anim = 18306

[State 51210, 4] ;”òŽU‰t3
type = Explod
trigger1 = time=927
;trigger1 = enemy,anim !=51259
id = 18308
ownpal = 0
facing = -1
sprpriority = 5
pos = 2, 5
postype = p1
scale = 0.8,0.8
bindtime = 1
anim = 18306


[State 51210, 4] ;˜R‚êo‚é‰t
type = Explod
trigger1 = time=947
id = 18308
facing = -1
ownpal = 0
sprpriority = 5
pos = 0, 4
postype = p1
scale = 2.0,1.0
bindtime = 1
anim = 1151250

[State 13100, ŽŸ‚Ö]
type = ChangeState
trigger1 = !(EnemyNear,name ="Taimanin_Asagi")
trigger1 = Time = 973
value = 46001

;---------------------------------------------------------------------------
;“÷•ÖŠí‘ŠŽè
;---------------------------------------------------------------------------
; Ÿ—˜ƒ|[ƒYE•ž”j‚è(›s‚Ü‚¹KOjE‘ŠŽè‘¤
[Statedef 47000]
type = L
ctrl = 0
velset = 0,0


[State 4020, ’·‚¢”ß–Â]
type = PlaySnd
trigger1 = Time = 60
value = 11,0


[State 4020, ê—pEND‚Ö]
type = ChangeState
trigger1 = EnemyNear,stateNo = 46001
value = 47001
;----------------------------------------------------------------------------
[Statedef 47001]
type    = L
movetype= H
physics = N
sprpriority = 1
velset = 0,0

[state 50000]
type = Turn
trigger1 = Facing = -1
ignorehitpause = 1

[State 82140, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0


[State 1647, ê—pƒAƒjƒƒƒŠ]
type = ChangeAnim
trigger1 = SelfAnimExist(51251)
trigger1 = time = 0
value = 51251

[State 1647, ê—pƒAƒjƒ]
type = ChangeAnim
trigger1 = !SelfAnimExist(51251)
trigger1 = SelfAnimExist(51231)
trigger1 = time = 0
value = 51231

[State 51220,‰¹º‚P];”ß–ÂÝ’è@‘}“üŽž
type = PlaySnd
trigger1 = time = 0
value = 40100,22
channel =0

[State 1610, •]
type = PosSet
trigger1 = time = 0
x = 0
y = -50


[State 13100, ŽŸ‚Ö]
type = ChangeState
trigger1 = Time = 200
trigger2 = EnemyNear,stateNo = 46002
value = 47002

;---------------------------------------------------------------------------


[Statedef 47002]
type    = L
movetype= H
physics = N
sprpriority = 1
velset = 0,0

[State 82140, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1647, ê—pƒAƒjƒƒƒŠ]
type = ChangeAnim
trigger1 = SelfAnimExist(51252)
trigger1 = time = 0
value = 51252

[State 1647, ê—pƒAƒjƒ]
type = ChangeAnim
trigger1 = !SelfAnimExist(51252)
trigger1 = SelfAnimExist(51232)
trigger1 = time = 0
value = 51232



[State 51220,‰¹º‚P];”ß–ÂÝ’è@‘}“üŽž
type = PlaySnd
trigger1 = time = 16
value = 5000,20
volume = 60
channel =0


[State 51220,‰¹º‚P];”ß–ÂÝ’è@‘}“üŽž
type = PlaySnd
trigger1 = time = 16
value = 4218,23
volume = 60
channel =0

[State 51220, ‰¹º2];”ß–ÂÝ’è@ƒsƒXƒgƒ“1
type = PlaySnd
trigger1 = time = 80 ||time = 100 || time = 120 || time = 140
trigger2 = time = 160 ||time = 180 || time = 200 || time = 220
value = 5000,0
channel =0

[State 51220, ‰¹º2];”ß–ÂÝ’è@ƒsƒXƒgƒ“1
type = PlaySnd
trigger1 = time = 80 ||time = 100 || time = 120 || time = 140
trigger2 = time = 160 ||time = 180 || time = 200 || time = 220
value = 4218,21
channel =0

[State 51220, ‰¹º3];”ß–ÂÝ’è@ƒsƒXƒgƒ“2
type = PlaySnd
trigger1 = time = 240 ||time = 252 || time = 264 || time = 276
trigger2 = time = 288 ||time = 300 || time = 312 || time = 324
value = 5000,0+(10*(Random % 3))
channel =0

[State 51220, ‰¹º3];”ß–ÂÝ’è@ƒsƒXƒgƒ“2
type = PlaySnd
trigger1 = time = 240 ||time = 252 || time = 264 || time = 276
trigger2 = time = 288 ||time = 300 || time = 312 || time = 324
value = 4218,21+(Random % 3)
channel =0

[State 51220, ‰¹º4]            ;”ß–ÂÝ’è@ŽË¸Žž
type = PlaySnd
trigger1 = time =332||time = 367
value = 5000,0+ (10*(Random % 2))
channel = 0

[State 51220, ‰¹º4]            ;”ß–ÂÝ’è@ŽË¸Žž
type = PlaySnd
trigger1 = time =332||time = 367
value = 4218,21+ (Random % 2)
channel = 0

[State 51220, ‰¹º5]            ;”ß–ÂÝ’è@ŽË¸Žž
type = PlaySnd
trigger1 = time = 403
value = 11,0
channel = 0

[State 51220, ‰¹º5]            ;”ß–ÂÝ’è@ŽË¸Žž
type = PlaySnd
trigger1 = time = 403
value = 40100,23
channel = 0

[State 51220, ‰¹º6]            ;”ß–ÂÝ’è@—]‰C
type = PlaySnd
trigger1 = Time =523
value = 5000,0
channel = 0

[State 51220, ‰¹º6]            ;”ß–ÂÝ’è@—]‰C
type = PlaySnd
trigger1 = Time =523
value = 4218,21
channel = 0



[State 13100, ŽŸ‚Ö]
type = ChangeState
trigger1 = Time = 523
trigger2 = EnemyNear,stateNo = 46003
value = 47003

;---------------------------------------------------------------------------


[Statedef 47003]
type    = L
movetype= H
physics = N
sprpriority = 1
velset = 0,0

[State 82140, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1647, ê—pƒAƒjƒƒƒŠ]
type = ChangeAnim
trigger1 = SelfAnimExist(51253)
trigger1 = time = 0
value = 51253

[State 1647, ê—pƒAƒjƒ]
type = ChangeAnim
trigger1 = !SelfAnimExist(51253)
trigger1 = SelfAnimExist(51233)
trigger1 = time = 0
value = 51233



[State 51221,‰¹º‚P];”ß–ÂÝ’è@‘}“üŽž
type = PlaySnd
trigger1 = time = 20||time = 564
value = 4218,23
volume = 60

[State 51221,‰¹º‚P];”ß–ÂÝ’è@‘}“üŽž ‹­
type = PlaySnd
trigger1 = time = 106
value = 11,0
volume = 60
channel =0

[State 51221,‰¹º‚P];”ß–ÂÝ’è@”÷“®Žž ”²‚©‚ê‚½Žž
type = PlaySnd
trigger1 = time = 71||time = 524
value = 4218,21
volume = 60
channel =0

[State 51221, ‰¹º2];”ß–ÂÝ’è@ƒsƒXƒgƒ“1
type = PlaySnd
trigger1 = time = 200 ||time = 220 || time = 240 || time = 260
trigger2 = time = 280 ||time = 300 
value = 4218,21
channel =0


[State 51221, ‰¹º3];”ß–ÂÝ’è@ƒsƒXƒgƒ“2
type = PlaySnd
trigger1 = time = 318 ||time = 330 || time = 342 || time = 354
trigger2 = time = 366 ||time = 378 || time = 390 
trigger3 = time = 611 ||time = 623 || time = 635 || time = 647|| time = 659|| time = 671|| time = 683
value = 4218,21+(Random % 3)
channel =0


[State 51221, ‰¹º4]            ;”ß–ÂÝ’è@ŽË¸Žž
type = PlaySnd
trigger1 = time =410||time = 437||time = 450||time = 470||time = 490
trigger2 = time =691||time = 721||time = 751||time = 781
value = 4218,21+ (Random % 4)
channel =0


[State 51221,‰¹º5];”ß–ÂÝ’è@ŽË¸‰¹¬
type = PlaySnd
trigger1 = time =811;||time = 841
value = 4218,21
channel =0


[State 51221, ‰¹º6]            ;”ß–ÂÝ’è@—]‰C
type = PlaySnd
trigger1 = Time =911
value = 5120,5


[State 13100, ŽŸ‚Ö]
type = ChangeState
triggerall = !(name ="Taimanin_Asagi")
trigger1 = Time = 973
trigger2 = EnemyNear,stateNo = 46001
value = 47001

[State 1188, 10]
type = Explod
triggerall = name ="Taimanin_Asagi"
trigger1 = time = 942
anim = 8533
ID = 8533
pos = 0,0
sprpriority = 9999998
postype = left
removeTime = -1


[State 13100, ŽŸ‚Ö]
type = SelfState
triggerall = name ="Taimanin_Asagi"
trigger1 = Time = 973
value = 187

;------------------------------------------------------------------------------- 
;------------------------------------------------------------------------------- 
;------------------------------------------------------------------------------- 
;----------------------------
;-----------------
;fatal move Peketo
;-----------------
;decapitado - cabeza (helper)
[Statedef 912320]
type = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
velset = -1+(random/500.0),ifelse(root,stateno=3011,-10,-5)
sprpriority = 7
anim = 912320 
[State 210, Width]
type = veladd
trigger1 = 1
y = .3

[State 191, Snd 2]
type = PlaySnd
trigger1 = pos Y >= -3 && vel y > 0
value = F7,0
freqmul = 1.3
volume = 100
persistent = 0

[State 220, 3]
type = velset
trigger1 = pos Y >= -3 && vel y > 0
y = -4.8
persistent = 0

[State 220, 3]
type = changeanim
trigger1 = pos Y >= 0 && vel y > 0 && anim != 912321
value = 912321

[State 0, VelSet]
type = VelSet
trigger1 = anim = 912321
x = 0
y = 0

[State 0, VelSet]
type = posSet
trigger1 = anim = 912321
y = 4

[State 191, Snd 2]
type = PlaySnd
trigger1 = anim = 912321
value = F7,0
freqmul = 1.3
volume = 100
persistent = 0

;----------------------------
;------------------------------------------------------------------------------- 
;------------------------------------------------------------------------------- 
;------------------------------------------------------------------------------- 

;---------------------------------------------------------------------------
;¡œŽñŽa‚èKO

;ŽñŽë‚è
[Statedef 9123]
type = A
movetype = H
physics = N
velset = 0,0

[State 302,turn]
type = Turn
trigger1 = ceil(p2dist x) < 0
trigger1 = time = 0

[State 700, 10]
type = Changeanim
trigger1 = Time = 0
value = 91231

[State 700, 10]
type = posset
trigger1 = Time = 0
y = -60 


[State 182, 1]
type = screenbound
trigger1 = 1 
movecamera = 1,0
value = 1

[State 1050, 1]
type = veladd
trigger1 = 1
y = .3

[State 3050, 5]
type = sprpriority
trigger1 = 1
value = 5

[State 302, helper]
type = Helper
triggerall = selfanimexist(912321)
triggerall = Numhelper(912320) = 0
;triggerall = matchover = 1
trigger1 = time = 0
name = "kubi"
ID = 912320
stateno = 912320
postype = p1
pos = -5,-24
sprpriority = 7

[State 700, 10]
type = Changestate
trigger1 = pos Y >= -20 && vel y > 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
;ŽñŽë‚è‹ó’†
[Statedef 9124]
type = A
movetype = H
physics = N
velset = 0,0

[State 302,turn]
type = Turn
trigger1 = ceil(p2dist x) < 0
trigger1 = time = 0

[State 182, 1]
type = screenbound
trigger1 = 1 
movecamera = 1,0
value = 1

[State 700, 10]
type = Changeanim
trigger1 = Time = 0
value = 91231

[State 700, 10]
type = posadd
trigger1 = Time = 0
y = -60


[State 1050, 1]
type = veladd
trigger1 = 1
y = .3

[State 3050, 5]
type = sprpriority
trigger1 = 1
value = 5

[State 302, helper]
type = Helper
triggerall = selfanimexist(912321)
;triggerall = matchover = 1
triggerall = Numhelper(912320) = 0
trigger1 = time = 0
name = "kubi"
ID = 912320
stateno = 912320
postype = p1
pos = -5,-24
sprpriority = 7


[State 700, 10]
type = Changestate
trigger1 = pos Y >= -20 && vel y > 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
;ŽñŽë‚è “Š‚°
[Statedef 9125]
type = A
movetype = H
physics = N
velset = 0,0

[State 302,turn]
type = null;Turn
triggerall = PrevStateNo != 512
triggerall = (PrevStateNo != 523)&&(PrevStateNo != 524)
triggerall = PrevStateNo != 533
triggerall = time = 0
trigger1 = ceil(p2dist x) < 0


[State 700, 10]
type = Changeanim
trigger1 = Time = 0
value = 91232

[State 700, 10]
type = posset
trigger1 = Time = 0
y = 0 


[State 182, 1]
type = screenbound
trigger1 = 1 
movecamera = 1,0
value = 1


[State 3050, 5]
type = sprpriority
trigger1 = 1
value = 5

[State 302, helper]
type = Helper
triggerall = selfanimexist(912321)
triggerall = Numhelper(912320) = 0
;triggerall = matchover = 1
trigger1 = time = 0
name = "kubi"
ID = 912320
stateno = 912320
postype = p1
pos = -5,-24
sprpriority = 7

[State 700, 10]
type = Changestate
trigger1 = pos Y >= -20 && vel y >= 0
value = 5150
ctrl = 0

;-----------------------------------------
;‘ŠŽèŽaŽEKO(oŒŒ—L‚è)
[Statedef 6100]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
;sprpriority = 0

[State 6100, 0]
type = SelfState
triggerall = PrevStateno != 6100
triggerall = time = 0
trigger1 = AuthorName = "HSR" && Name = "Hibiki Takane"
trigger2 = AuthorName = "HSR" && Name = "Setsuna"
trigger3 = AuthorName = "HSR" && Name = "Mukuro"
trigger4 = Name = "Taimanin_Asagi" && selfAnimExist(6121)
trigger5 = AuthorName = "Warusaki3" && Name = "nakoruruss0"
trigger5 = selfAnimExist(6121)
trigger6 = AuthorName = "choiyer" && Name = "rimururu"
trigger6 = selfAnimExist(6121)
trigger7 = AuthorName = "Mouki" && Name = "Jubei"
trigger7 = selfAnimExist(6101)
value = 6100

[State 6100, pos]
type = PosSet
trigger1 = time = 0
y= 0

[State 6100, 0]
type = varset
triggerall = time = 0
trigger1 = AuthorName = "PriPri Man" && Name = "Mina"
var(41) = 2

[State 6100, 0]
type = varset
triggerall = time = 0
trigger1 = AuthorName = "PriPri Man" && Name = "Mina"
var(40) = 2

[State 6100, 0]
type = SelfState
triggerall = time = 0
trigger1 = AuthorName = "PriPri Man" && Name = "Mina"
value = 5390

[State 6100, pos]
type = PosAdd
trigger1 = AnimElem = 2
x= -1

[State 6100, pos]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6100, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 6100, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 6100

[State 6100, 0]
type = sprpriority
trigger1 = AnimElem = 2
value = 3

[State 3010, ƒtƒFƒCƒ^ƒŠƒeƒB‘Î‰ž]
type = ChangeState
trigger1 = AnimElem = 3
trigger1 = Anim != 6101
trigger1 = SelfAnimExist(29995)
trigger1 = SelfAnimExist(29997)
value = 6104

[State 6100, anim]
type = ChangeState
trigger1 = AnimTime = 0
value = 5150

;--------------------------------------------------------------
[Statedef 6104]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpiority = 5


[State 1110, ƒJƒƒ‰ŒÅ’è]
type = ScreenBound
trigger1 = 1
Value = 1
MoveCamera = 1,0


[State 13020, ] 
type = posset 
trigger1 = Time = 0
;postype = p1
y = 0

[State 3020, ‰º”¼g]
type = Explod
trigger1 = Time = 0
postype = p1
pos = 0, 70
ID = 3021
anim = 29995
sprpriority = 2
scale = const(size.xscale),const(size.yscale)
;facing = -1
bindtime = 1
removetime = -2

[State 13020, ] 
type = posset 
trigger1 = Time = 0
postype = p1
y = -70

[State 1000, vel]
type = ChangeAnim
trigger1 = time = 0
value = 29997

[State 1000, vel]
type = velset
trigger1 = anim = 29997
trigger1 = time = 1
x = -2
y = -3

[State 1000, vel]
type = veladd
trigger1 = anim = 29997
trigger1 = pos Y < 0
trigger1 = time > 1
y = 0.5

[State 1000, vel]
type = velset
trigger1 = anim = 29997
trigger1 = pos Y >= 0
x = 0
y = 0

[State 191, Snd 2]
type = PlaySnd
trigger1 = anim = 29997
trigger1 = pos Y >= 0
value = F7,0

;[State 3020, ã”¼g]
;type = Explod
;trigger1 = Time = 0
;postype = p2
;pos = 0, -70
;ID = 3020
;anim = 29997
;vel = 2,-3
;accel = 0,0.5
;scale = const(size.xscale),const(size.yscale)
;sprpriority = 3
;facing = -1


[State 1000, vel]
type = ChangeAnim
trigger1 =SelfAnimExist(29998)
trigger1 = anim = 29997
trigger1 = pos Y >= 0
value = 29998

[State 3020, ’Í‚ñ‚¾‘ŠŽè‚ÌƒXƒe[ƒg•ÏX‚j‚nŽž]
type = ChangeState
trigger1 = anim = [29997,29998]
trigger1 = pos Y >= 0
;trigger1 = Time = 1
value = 5150

;-----------------------------------------
;‘ŠŽèŽaŽEKO(‹ó’†)
[Statedef 6150]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
;sprpriority = -1

[State 6150, 0]
type = SelfState
triggerall = PrevStateno != 6150
triggerall = time = 0
trigger1 = AuthorName = "HSR" && Name = "Hibiki Takane"
trigger2 = AuthorName = "HSR" && Name = "Setsuna"
trigger3 = AuthorName = "HSR" && Name = "Mukuro"
trigger4 = AuthorName = "Warusaki3" && Name = "nakoruruss0"
trigger4 = selfAnimExist(6121)
trigger5 = AuthorName = "choiyer" && Name = "rimururu"
trigger5 = selfAnimExist(6121)
trigger6 = AuthorName = "Mouki" && Name = "Jubei"
trigger6 = selfAnimExist(6101)
trigger7 = (AuthorName = "taimanin suzuki")&&(Name = "Taimanin_Asagi")
trigger7 = selfAnimExist(6101)
trigger8 = (AuthorName = "montana")&&(Name = "BASARA")
trigger8 = selfAnimExist(6151)
value = 6150

[State 6150, pos]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6150, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 6150, anim]
type = ChangeAnim
trigger1 = time = 0
value = 5030


[State 6150, anim]
type = ChangeAnim
triggerall = Anim = 5030
triggerall = HitShakeOver
trigger1 = AuthorName = "HSR" && Name = "Hibiki Takane"
trigger2 = AuthorName = "HSR" && Name = "Setsuna"
trigger3 = AuthorName = "HSR" && Name = "Mukuro"
value = 6151

[State 6150, anim]
type = ChangeAnim2
trigger1 = Anim = 5030
trigger1 = HitShakeOver
value = 6150

[State 6150, vel]
type = VelSet
trigger1 = Anim = [6150,6151]
trigger1 = AnimElem = 3
x= -2
y= -4

[State 6150, vel]
type = VelAdd
trigger1 = Anim = [6150,6151]
trigger1 = AnimElemTime(3) > 0
y= .15

[State 6150, 0]
type = sprpriority
trigger1 = AnimElem = 2
value = 3

[State 6150, anim]
type = ChangeState
trigger1 = Pos Y >= -5
trigger1 = Vel Y > 0
value = 5150


;-----------------------------------------
;ƒŒƒC‚Ì“Š‚°
;-----------------------------------------
;------
;‘ŠŽè‚Ìˆ—
[Statedef 1514]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -3

[State 820, 1]
type = ChangeAnim
Trigger1 = time = 0
value = 807


[State 1301, veladd]
Type = VelAdd
Trigger1 = Pos Y < 0
X = 0
Y = 0.40

[State 0, ]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0


[State 0, ]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0


[State 205, slash]
type = PlaySnd
trigger1 = time = 0
value = 11,0
channel = 0

[State 205, slash]
type = PlaySnd
trigger1 = time = 0
value = 4218,23
channel = 0



[State 810, State End]
type = ChangeState
trigger1 = Time >= 16
value = 1517
ctrl = 0

;------
;‘ŠŽè‚Ìˆ—
[Statedef 1517]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 8
ctrl = 0


[State 1301, veladd]
Type = VelAdd
Trigger1 = Pos Y < 0
X = 0
Y = 0.40

[State 0, ]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0


[State 0, ]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 820, 1]
type = Posadd
Trigger1 = (time%8 = 5)
x= 1

[State 820, 1]
type = Posadd
Trigger1 = (time%8 = 7)
x= -1

[State 810, State End]
type = SelfState
trigger1 = Time >= 60
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0

