[Statedef 8766]
type = S
physics = S
movetype = A
ctrl = 0
anim = 8015
velset = 0,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 40000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3
Volume = 200

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6064

[State 6061,] 
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6072

[State 6061]
type = HitDef
trigger1 = time >= 10
attr = S, ST         
hitflag = M   
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 0  

[State 40000, 4]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 6072,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 8017
ctrl = 0
sprpriority = 3

[State 8016, ooxx]
type =null; Explod
trigger1 = p2stateno !=6065
trigger2 = animelem = 1
anim = 8016                     
pos = 0,0
postype = p1
sprpriority = -99
supermove = 1
bindtime = -1
ownpal = 1

[State 6072]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6072, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6072]
type = PlaySnd
trigger1 = time = 0
value = 0,44

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26
trigger2 = AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50
trigger3 = AnimElem = 56 || AnimElem = 62 || AnimElem = 68 || AnimElem = 74
trigger4 = AnimElem = 80 || AnimElem = 86 || AnimElem = 92 || AnimElem = 98
trigger5 = AnimElem = 104 || AnimElem = 110 || AnimElem = 116 || AnimElem = 122
trigger6 = AnimElem = 128 || AnimElem = 134 || AnimElem = 140
trigger7 = AnimElem = 146 || AnimElem = 152 || AnimElem = 158
trigger8 = AnimElem = 164 || AnimElem = 170 
value = 0, 43

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
trigger2 = AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47
trigger3 = AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71
trigger4 = AnimElem = 77 || AnimElem = 83 || AnimElem = 89 || AnimElem = 95
trigger5 = AnimElem = 101 || AnimElem = 107 || AnimElem = 113 || AnimElem = 119
trigger6 = AnimElem = 125 || AnimElem = 131 || AnimElem = 137 || AnimElem = 143
trigger7 = AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 168
trigger8 = AnimElem = 181 
value = 0, 42

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 181
value = 0, 41

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179 
value = 0, 40

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 39

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 38

[State 6072]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 6072,]
type = TargetState
trigger1 = AnimTime = 0    
value = 6065

[State 6072,]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020


[Statedef 6064]
type    = A
movetype= H
physics = N
velset = 0,0

[State 6064] 
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(19230) = 1
value = 6621

[State 6064]   
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(19230) = 0
value = 3631

[State 6064,｣ﾏ｣ﾘｿｪﾊｼ]  
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21


[State 6064,ｶ犇ﾎﾉﾋｺｦ]
type = LifeAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -3

[State 6064, ｼﾌﾐﾋｺｦ] 
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6064, ﾗ鋓ﾋｺｦ]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

[State 6064, ｼ
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, ｶ犇ﾎｼ
type = PowerAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -12

[State 6064, ｼﾌﾐ
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ﾗ鋓
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[Statedef 6065]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40

[State 6065, ｵ猤
type = VelAdd
Trigger1 = 1
y = 10

[State 6065, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4218,22

[State 6065, aa1]
type = ChangeState
triggerall = Vel Y > 0   
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110

[State 6065, aa2]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110

[State 6065, aa3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110


---------------------------------------------------------------------------------
----------------------------------------------------------------------------------
----------------------------------------------------------------------------------

algo de RYONA VIOLACION XD




;RC

[Statedef 8000]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 8005


[State 2000, 掴み]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 8001
p2stateno = 8010



[State 4000, 投げ失敗時の移動ステート]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 2001, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0



;■うづきヘルアンドヘヴン
[Statedef 8001]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8001
sprpriority = 2



[State 2001, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1




[State 2001, 幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
edge = 60,0




[State 2001, 相手固定]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0
postype = P1




[State 2001, 相手固定2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 16, 0



[State 2001, 相手固定3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 30, 0



[State 2001, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0



[State 2001, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 8003
ctrl = 0

;■うづきヘルアンドヘヴン当たった時

[Statedef 8002]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 8002
sprpriority = 2

[State 2002,停止命令]
type = Pause
trigger1 = Time = 0
time = 60
movetime = 60

[State 2002, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2002, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 8011

[State 2002, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0



[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 80081
postype   = P1
pos       = 0, 0
removetime  = 40
persistent  = 0
sprpriority = -2
pausemovetime = 60




[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 8006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.1
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60




[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 0
anim     = 8006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60





[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 6, 0
anim     = 8006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.07
removetime  = 40
sprpriority = 3
pausemovetime = 60





[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 2
anim     = 8007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60




[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 2
anim     = 8007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.05
removetime  = 40
sprpriority = 3
pausemovetime = 60



[State 2002, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
absolute = 1
value = -1




[State 2002, 体力減]
type = LifeAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
absolute = 1
value = 1




[State 2002, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1




;■うづきヘルアンドヘヴン投げられている相手 投げと同じ





[Statedef 8010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2010, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8010




[State 2010, 硬直防止フォロー]
type = SelfState
trigger1 = Time = 70
value = 5110




;■うづきヘルアンドヘヴン投げられている相手





[Statedef 8011]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = 1





[State 2011, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && !SelfAnimExist(15436)
value = 8011




[State 2011, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && SelfAnimExist(15436)
value = 8004




[State 2011, 終了]
type = SelfState
trigger1 = p2stateno = 11
value = 5110

;****************超必殺技のステート***********************

[Statedef 8003]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 8003
sprpriority = 2



[State 2003, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0




[State 2003, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 8011



[State 2003, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0



[State 2003, 溜め音]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
value = 4218, 21



[State 2003, 声]
type = PlaySnd
trigger1 = AnimElem = 36
trigger2 = AnimElem = 45
trigger3 = AnimElem = 52
trigger4 = AnimElem = 59
trigger5 = AnimElem = 66
trigger6 = AnimElem = 69
value = 4218, 22


[State 2003, 声]
type = PlaySnd
trigger1 = AnimElem = 52
trigger2 = AnimElem = 59
trigger3 = AnimElem = 69
value = 8000, 0






[State 2003, 声]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
trigger4 = AnimElem = 23
trigger5 = AnimElem = 30
trigger6 = AnimElem = 37
trigger7 = AnimElem = 46
trigger8 = AnimElem = 53
value = 4218, 24





[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 53
trigger2 = animelem = 60
trigger3 = animelem = 67
value = 4218,25
volume = 255
channel = 1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0










[State 2003, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = -17









[State 2003, 体力減]
type = LifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = 15

[State 2003, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 8002
ctrl = 1









<<<<<<<<<<<<<<<<<<<<<RAPE 2 HAH 1 Y 2 >>>>>>>>>>>>>>>>>>>>







[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800

[State 2000, 掴み]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2001
p2stateno = 2010

[State 4000, 投げ失敗時の移動ステート]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;■うづきヘルアンドヘヴン
[Statedef 2001]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2001
sprpriority = 2

[State 2001, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 2001, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0

[State 2001, 幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
edge = 60,0

[State 2001, 相手固定]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0
postype = P1

[State 2001, 相手固定2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 16, 0

[State 2001, 相手固定3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 30, 0

[State 2001, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0

[State 2001, 手]
type = Explod
trigger1 = AnimElemTime(4) = 0
persistent = 0
anim = 2000
postype = p1
pos = 0, 0
removetime = 8
sprpriority = -1

[State 2001, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2003
ctrl = 0

;■うづきヘルアンドヘヴン当たった時

[Statedef 2002]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 2002
sprpriority = 2

[State 2002,停止命令]
type = Pause
trigger1 = Time = 0
time = 60
movetime = 60

[State 2002, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2002, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 2011

[State 2002, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0

[State 2002, 溜め音]
type = PlaySnd
trigger1 = AnimElem = 4, 0
value = F20, 0

[State 2002, 声]
type = PlaySnd
trigger1 = AnimElem = 5, 0
value = s11, 0
volume = -80

[State 2002, 色変化]
type = BGPalFX
trigger1 = Time = 0
time = 20
add = 75, 75, 75
pausemovetime = 60

[State 2002, 色変化]
type = BGPalFX
trigger1 = Time = 20
time = 40
add = 135, 135, 135
pausemovetime = 60

[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 2005
postype   = P1
pos       = 0, 0
removetime  = 40
persistent  = 0
sprpriority = -2
pausemovetime = 60

[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 2006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.1
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 0
anim     = 2006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 6, 0
anim     = 2006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.07
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 2
anim     = 2007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2002, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 2
anim     = 2007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.05
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2002, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
absolute = 1
value = -1

[State 2002, 体力減]
type = LifeAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
absolute = 1
value = 1

[State 2002, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;■うづきヘルアンドヘヴン投げられている相手 投げと同じ

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2010, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[State 2010, 硬直防止フォロー]
type = SelfState
trigger1 = Time = 70
value = 5110

;■うづきヘルアンドヘヴン投げられている相手

[Statedef 2011]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2011, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && !SelfAnimExist(15436)
value = 2011

[State 2011, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && SelfAnimExist(15436)
value = 2004

[State 2011, 終了]
type = SelfState
trigger1 = p2stateno = 11
value = 5110

;****************超必殺技のステート***********************

[Statedef 2003]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 2003
sprpriority = 2

[State 2003, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2003, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 2011

[State 2003, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0

[State 2003, 溜め音]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
value = 4218, 21

[State 2003, 声]
type = PlaySnd
trigger1 = AnimElem = 36
trigger2 = AnimElem = 45
trigger3 = AnimElem = 52
trigger4 = AnimElem = 59
trigger5 = AnimElem = 66
value = 4218, 22

[State 2003, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = -15

[State 2003, 体力減]
type = LifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = 15

[State 2003, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 2002
ctrl = 1

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

[Statedef 2004]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800

[State 2004, 掴み]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 2005
p2stateno = 2010

[State 4000, 投げ失敗時の移動ステート]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;■うづきヘルアンドヘヴン
[Statedef 2005]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2001
sprpriority = 2

[State 2005, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 2005, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0

[State 2005, 幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
edge = 60,0

[State 2005, 相手固定]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0
postype = P1

[State 2005, 相手固定2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 16, 0

[State 2005, 相手固定3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 30, 0

[State 2005, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0

[State 2005, 手]
type = Explod
trigger1 = AnimElemTime(4) = 0
persistent = 0
anim = 2000
postype = p1
pos = 0, 0
removetime = 8
sprpriority = -1

[State 2005, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2007
ctrl = 0

;■うづきヘルアンドヘヴン当たった時

[Statedef 2006]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 2008
sprpriority = 2

[State 2006,停止命令]
type = Pause
trigger1 = Time = 0
time = 60
movetime = 60

[State 2006, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2006, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 2008

[State 2006, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0

[State 2006, 溜め音]
type = PlaySnd
trigger1 = AnimElem = 4, 0
value = F20, 0

[State 2006, 声]
type = PlaySnd
trigger1 = AnimElem = 5, 0
value = s11, 0
volume = -80

[State 2006, 色変化]
type = BGPalFX
trigger1 = Time = 0
time = 20
add = 75, 75, 75
pausemovetime = 60

[State 2006, 色変化]
type = BGPalFX
trigger1 = Time = 20
time = 40
add = 135, 135, 135
pausemovetime = 60

[State 2006, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 2005
postype   = P1
pos       = 0, 0
removetime  = 40
persistent  = 0
sprpriority = -2
pausemovetime = 60

[State 2006, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 0
anim     = 2006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.1
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2006, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 0
anim     = 2006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2006, 画像を表示]
type = Explod
trigger1 = AnimElem = 6, 0
anim     = 2006
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32)), -1.2
accel    = 0, -.07
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2006, 画像を表示]
type = Explod
trigger1 = AnimElem = 4, 2
anim     = 2007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.03
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2006, 画像を表示]
type = Explod
trigger1 = AnimElem = 5, 2
anim     = 2007
postype  = Left
pos      = 160, 215;Ceil(Random/5), 215
random   = 300, 0
velocity = Sin(Pi/(Time - 32))*-1, -1.2
accel    = 0, -.05
removetime  = 40
sprpriority = 3
pausemovetime = 60

[State 2006, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
absolute = 1
value = -1

[State 2006, 体力減]
type = LifeAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
absolute = 1
value = 1

[State 2006, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;■うづきヘルアンドヘヴン投げられている相手 投げと同じ

[Statedef 2007]
type    = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim = 2009
sprpriority = 2

[State 2007, 位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2007, 敵ステート変更]
type = TargetState
trigger1 = Time = 0
value = 2008

[State 2007, 相手固定4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0

[State 2007, 溜め音]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
value = 4218, 21

[State 2007, 声]
type = PlaySnd
trigger1 = AnimElem = 36
trigger2 = AnimElem = 45
trigger3 = AnimElem = 52
trigger4 = AnimElem = 59
trigger5 = AnimElem = 66
value = 4218, 22

[State 2007, 相手体力減]
type = TargetLifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = -15

[State 2007, 体力減]
type = LifeAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
trigger4 = AnimElem = 22
trigger5 = AnimElem = 29
trigger6 = AnimElem = 36
trigger7 = AnimElem = 45
trigger8 = AnimElem = 52
trigger9 = AnimElem = 59
trigger10 = AnimElem = 66
value = 15

[State 2007, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 2006
ctrl = 1

[Statedef 2008]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2008, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && !SelfAnimExist(15436)
value = 2011

[State 2011, アニメ変更]
type = ChangeAnim2
trigger1 = Time = 0 && SelfAnimExist(15436)
value = 2012

[State 2011, 終了]
type = SelfState
trigger1 = p2stateno = 11
value = 5110













;#########################################
;###### States AbeMaru  ########

;#################
; States para el rapeo perrito

;
[Statedef 6068,]
type = A
movetype = A
physics = N
velset = 1,0
anim = 2006
poweradd = -1000


[State 3000, Super A]
type = SuperPause
trigger1 = time=0
pos = 3, -55
anim = 100
sound = 20, 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause =1
persistent =1



[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 3168,0

[State 6068]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6068] 
type = veladd 
trigger1 = 1 
x = 1.1

[State 6068,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA ;,ST,HT

[State 6068]                    ;相殺しますように・・・(；´Д`A
type = null;HitOverRide
Trigger1 = 1
Time = -1
attr = SCA, NA, HA , SA , NP, SP, HP
slot = 0
forceair = 1
stateno = 6066

[State 6068]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6164

[State 6068,]                     ;ヒットすると捕縛！
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6162

[State 6068,]                  ;ガードで消えます
type = ChangeState
trigger1 = MoveGuarded = 1
value = 6066

[State 6068]
type = HitDef
Trigger1 = Time = 0
attr = S, SP          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-         ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 2       ;攻撃が当たった時に画像表示優先度を1に出来ます
p2facing = 1  
guardflag = MA        ;ガード可能
fall = 0         ;1にすれば相手がダウン状態

[State 6068, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,0

[State 6068, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; ヘルパーの投げアニメーション
; Activa animacion de rapeo

[Statedef 6162,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2007
ctrl = 0
sprpriority = 3

[State envshake]
type = EnvShake
trigger1 = animelem = 3 | animelem = 173 | animelem = 177
time = 60
ampl = -5
freq = 75
phase = 75


[State xxx, snd]
type = PlaySnd
trigger1 = time = 320
value = 3140,0

[State 6162]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 178]
type = Explod
trigger1 = animelem = 2
anim = 11000
ID = 11000
sprpriority = -1
removetime = 720
bindtime = -1
ownpal = 1
removeongethit = 1
scale = 1,1
ontop = 1

[State 178, end]
type = DestroySelf
trigger1 = time = 0


[State 6162, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6162]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State 6162]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26
trigger2 = AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50
trigger3 = AnimElem = 56 || AnimElem = 62 || AnimElem = 68 || AnimElem = 74
trigger4 = AnimElem = 80 || AnimElem = 86 || AnimElem = 92 || AnimElem = 98
trigger5 = AnimElem = 104 || AnimElem = 110 || AnimElem = 116 || AnimElem = 122
trigger6 = AnimElem = 128 || AnimElem = 134 || AnimElem = 140
trigger7 = AnimElem = 146 || AnimElem = 152 || AnimElem = 158
trigger8 = AnimElem = 164 || AnimElem = 170
value = 8150, 2



[State 6162]
type = PlaySnd
trigger1 = AnimElem = 15 || AnimElem = 30 || AnimElem = 45 || AnimElem = 60
trigger2 = AnimElem = 75 || AnimElem = 90 || AnimElem = 105 || AnimElem = 120
trigger3 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 1, 0

[State 6162]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
trigger2 = AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47
trigger3 = AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71
trigger4 = AnimElem = 77 || AnimElem = 83 || AnimElem = 89 || AnimElem = 95
trigger5 = AnimElem = 101 || AnimElem = 107 || AnimElem = 113 || AnimElem = 119
trigger6 = AnimElem = 125 || AnimElem = 131 || AnimElem = 137 || AnimElem = 143
trigger7 = AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 168
trigger8 = AnimElem = 181
value = 8150, 3

[State 6162]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1

[State 6162]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 3652, 0

[State 6162]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1, 3

[State 6162]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 17

[State 6162]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food          ;この位置を調節することで締め上げる触手の位置を変えれます。


[State 6162,]
type = TargetState
trigger1 = AnimTime = 0
value = 6065


[State 6162,]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Llama a la animacion de la victima
[Statedef 6164]
type    = A
movetype= H
physics = N
velset = 0,0

[State 6164]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(19230) = 1
value = 6621

[State 6164]              ;専用アニメが無いときの変わり
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(19230) = 0
value = 4631

[State 6164,やられ声]                     ;悲鳴設定
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
[State 3522, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21

[State 6164,ダメージ]
type = LifeAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -2

[State 6164, 体力減少]
type = LifeAdd
trigger1 = AnimElem = 175
value = -120

[State 6164, 体力減少]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -30

[State 6164, パワー減少]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6164, パワー減少]
type = PowerAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -12

[State 6164, パワー減少]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6164, パワー減少]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

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

; Deja a la victima en el suelo
[Statedef 6165]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40


[State 6165, 速度加算] ;重力
type = VelAdd
Trigger1 = 1
y = 10

[State 6165, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4218,22

[State 6165, ステート変更]
type = ChangeState
triggerall = Vel Y > 0        ;★７
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cns参照

[State 6165, 制御解除して相手のステートに戻す]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cns参照

[State 6165, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;common1.cns参照

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

; Lanza al perro
[Statedef 6166,]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 2

[State 6166, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6166, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1

; Cambia al kuro por perro y llama animacion victima
[Statedef 6178,]
type = A
movetype = A
physics = N
velset = 1,0
anim = 2006

[State 6168]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6168]
type = veladd
trigger1 = 1
x = 1

[State 6168,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA ;,ST,HT

[State 6168]                    ;相殺しますように・・・(；´Д`A
type = HitOverRide
Trigger1 = 1
Time = -1
attr = SCA, NA, HA , SA , NP, SP, HP
slot = 0
forceair = 1
stateno = 6066

[State 6168]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6174

[State 6068,]                  ;ガードで消えます
type = ChangeState
trigger1 = MoveGuarded = 1
value = 6066

[State 6068]
type = HitDef
Trigger1 = Time = 0
attr = S, SP          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-         ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
sprpriority = 2       ;攻撃が当たった時に画像表示優先度を1に出来ます
p2facing = 1
guardflag = MA        ;ガード可能
fall = 0         ;1にすれば相手がダウン状態

;---------------------------------------------------------------------------
;Activa la animacion de la victima
[Statedef 6174]
type    = A
movetype= H
physics = N
velset = 0,0

[State 6164]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(19230) = 1
value = 6621

[State 6164]              ;専用アニメが無いときの変わり
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(19230) = 0
value = 4631

[State 6164,やられ声]                     ;悲鳴設定
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6164, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 3522, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
[State 3522, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, 悲鳴3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21

[State 6164,ダメージ]
type = LifeAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -2

[State 6164, 体力減少]
type = LifeAdd
trigger1 = AnimElem = 175
value = -30

[State 6164, 体力減少]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -20

[State 6164, パワー減少]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6164, パワー減少]
type = PowerAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -12

[State 6164, パワー減少]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6164, パワー減少]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50


;==============================================================================
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; mas mierda delga para intentar


;---------------------------------------------------------------------------
;perverse Throw - Attempt [hermaphroditism attack2]

[Statedef 89000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1099
sprpriority = 2

[State 300,NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 89106

[State 6061,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 89010

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
hitsound = S10,3
p1facing = 1
p2facing = 1
guard.dist = 0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;perverse Throw - Throwing the opponent

[Statedef 89010]
type    = S
movetype= A
physics = N
anim = 88900
poweradd = 0
sprpriority = 2









[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1300, 3
channel = 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = S30,2 ;800, 0

[State 810]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1100, 0

[State 810]
type = PlaySnd
trigger1 = Time = 0
value = 106, 2 + random%2

[State 88810, Bind 11]
type = TargetBind
trigger1 = time > 0
pos = 0, 0

[State 88810]
type = ChangeState
trigger1 = AnimTime = 0
value = 89100
ctrl = 0

;----------------------------------------------------------------------
; まんぐり
[Statedef 89100]
type = S
movetype = A
physics = S
anim = 89000
velset = 0,0
SprPriority = 2

[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 2903, random%2



[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89106

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 8100,0

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 60
value = 89101

; まんぐり２
[Statedef 89101]
type = S
movetype = A
physics = S
anim = 89001
velset = 0,0
SprPriority = 2

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89107

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 8150,4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 8150,3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
Channel = 0
value = 4248, 21 + random%3

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 2
ontop = 0
removetime = 3

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 89102

; まんぐり３
[Statedef 89102]
type = S
movetype = A
physics = S
anim = 89002
velset = 0,0
SprPriority = 2

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89108

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 8150,3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
Channel = 0
value = 4228, 21 + random%3

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 2
ontop = 0
removetime = 3

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 89103

; まんぐり４
[Statedef 89103]
type = S
movetype = A
physics = S
anim = 89003
velset = 0,0
SprPriority = 2

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89109

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 8150,3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
Channel = 0
value = 4248, 21 + random%3

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = -1
ontop = 0
removetime = 3

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 89104

; まんぐり・フィニッシュ
[Statedef 89104]
type = S
movetype = A
physics = S
anim = 89004
velset = 0,0
SprPriority = 2

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89110

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 5000,2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
;trigger4 = animelem = 11 || animelem = 13
;trigger4 = animelem = 39 || animelem = 41
Channel = 0
value = 4248,23

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
;trigger4 = animelem = 11 || animelem = 13
;trigger4 = animelem = 39 || animelem = 41
value = 3652,1
vol = 255

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 46
Channel = 0
value = 4218,23

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 47
value = 108,0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
time = 10
freq = 120
ampl = -6

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 43
anim = 12002
ID = 12002
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 2
ontop = 0
removetime = 200

[State 4614, Explod]
type = Explod
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
anim = 12003
ID = 12003
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 2
ontop = 0
removetime = 20

[State -2, ChangeState]
type = ChangeState
trigger1 = animelem = 48
value = 89105

; まんぐり・フィニッシュ２
[Statedef 89105]
type = S
movetype = A
physics = S
anim = 89000
velset = 0,0
SprPriority = 2

;[State 89005,]
;type = Trans
;trigger1 = time <= 130
;trans = addalpha
;alpha = 256, 192

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 89111

[State 810, TargetBind]
type = TargetBind
trigger1 = time > 0
pos = 0,-3

[State 1120, Position]
type = PosSet
trigger1 = time = 150
y = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 150
value = 89112

[State 810]
type = PlaySnd
trigger1 = time = 150
value = 107, 0 + random%2

[State -2, ChangeState]
type = ChangeState
trigger1 = time = 150
value = 0
ctrl = 1

; まんぐり(相手)----------------------------------------------------------------------------
[Statedef 89106]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12249

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 4218, 21 + random%3

; まんぐり２(相手)
[Statedef 89107]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12250

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
;trigger1 = random%2 = 0
value = 4218, 21 + random%3

; まんぐり３(相手)
[Statedef 89108]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

;体力減少
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -2
absolute = 1


[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12251

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random%2 = 0
value = 4218, 21 + random%3

; まんぐり４(相手)
[Statedef 89109]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

;体力減少
[State 6209, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;trigger1 = life > 10
value = -3
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12252

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 4218, 21 + random%3

; まんぐり・フィニッシュ(相手)
[Statedef 89110]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

;体力減少
[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -2
absolute = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12253

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 11,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
value = 4218, 21 + random%3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 44
value = 4218, 23

; まんぐり・フィニッシュ２(相手)
[Statedef 89111]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 756, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 12249

;[State -2, PlaySnd]
;type = PlaySnd
;trigger1 = animelem = 2
;value = 4218, 23

; まんぐり・終了(相手)
[Statedef 89112]
type = A
movetype = H
physics = N
velset = 0,0

[State 757, 1]
type = SprPriority
trigger1 = 1
value = 2

[State 757, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 757, 3]
type = VelSet
trigger1 = AnimElem = 1
X = 3
Y = -1.5

[State 757, 4]
type = VelAdd
trigger1 = 1
Y = 0.3

[State 757, 9]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100


;------------------猫舐め---------------------
; 猫舐め


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

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

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


;Perrito peque?o violador  pkmn



[Statedef 6060]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7801
poweradd = -500


[State 6060]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20,15

[State xxx, snd]
type = PlaySnd
trigger1 = time = 0
value = 2900,0

[State 6060]        ;?￠“o??
type = Helper
trigger1 = Time = 5
ID = 6150
name = "dog"
sprpriority = 4
pos = 5, 0; ??‰??L’???
posttype = p1
facing = 1       ;??????????????
stateno = 6061  ;?????o???????w???p?[???±???X?e?[?g?????n????
helpertype = normal
keyctrl = 0

[State 6060, ?X?e?[?g???X]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 6061,]
type = A
movetype = A
physics = N
velset = 1,0
anim = 72005

[State xxx, snd]
type = PlaySnd
trigger1 = time = 20
value = 652,0

[State 6061]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6061] 
type = veladd 
trigger1 = 1 
x = .1



[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA ;,ST,HT

[State 6061]                    
type = HitOverRide
Trigger1 = 1
Time = -1
attr = SCA, NA, HA , SA , NP, SP, HP
slot = 0
forceair = 1
stateno = 6096


[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6064

[State 6061,]                     ;?q?b?g????????”??I
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 6063

[State 6061,]                  ;?K?[?h??????????
type = ChangeState
trigger1 = MoveGuarded = 1
value = 6096

[State 6061]
type = HitDef
Trigger1 = Time = 0
attr = S, SP          ;?U??‘???: ?±???? Standing, Normal Throw?i?§??’???“??°?j
hitflag = M-         ;‘?????????????‘????????￠’n????????????’????????o????????
priority = 1, miss    ;“??°???????D??“x??’????A????miss??dodge??‘???????????????????????
sparkno = -1          ;-1?????????q?b?g?X?p?[?N???\????????????????
sprpriority = 2       ;?U????“???????????‰?‘??\???D??“x??1???o??????
p2facing = 1  
guardflag = MA        ;?K?[?h‰?”\
fall = 0         ;1????????‘??????_?E?“??‘?


[Statedef 6063,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 72006
ctrl = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = prevstateno=6063
trigger1=time=0
value = 180,0




[State 6063]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6063, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;[State 6062]
;type = TargetBind
;trigger1 = Time = 0
;value = 0,0

[State 6063]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26
trigger2 = AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50
trigger3 = AnimElem = 56 || AnimElem = 62 || AnimElem = 68 || AnimElem = 74
trigger4 = AnimElem = 80 || AnimElem = 86 || AnimElem = 92 || AnimElem = 98
trigger5 = AnimElem = 104 || AnimElem = 110 || AnimElem = 116 || AnimElem = 122
trigger6 = AnimElem = 128 || AnimElem = 134 || AnimElem = 140
trigger7 = AnimElem = 146 || AnimElem = 152 || AnimElem = 158
trigger8 = AnimElem = 164 || AnimElem = 170 
value = 8150, 2

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
trigger2 = AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47
trigger3 = AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71
trigger4 = AnimElem = 77 || AnimElem = 83 || AnimElem = 89 || AnimElem = 95
trigger5 = AnimElem = 101 || AnimElem = 107 || AnimElem = 113 || AnimElem = 119
trigger6 = AnimElem = 125 || AnimElem = 131 || AnimElem = 137 || AnimElem = 143
trigger7 = AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 168
trigger8 = AnimElem = 181 
value = 8150, 3

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179 
value = 3652, 0

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1, 2

[State 6063]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6

[State 6063]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food          ;?±????’u??’????????±????’÷?????°???G??????’u?????????????B

[State 6063,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
trigger2= parent, stateno=195 ;command= "holdx"
value = 6064


[State 6063,]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
trigger2= parent, stateno=195
value = 6063


[State 6063,]
type = TargetState
trigger1 = AnimTime = 0
;trigger1 = parent,power < 3000
;trigger1 = Time = 800                  ;?u’÷??‰??”???X?v
;trigger2 = enemyNear, alive = 0
;trigger3 = Time = 800                  ;?u’÷??‰??”???X?Q?v
value = 6065


[State 6063,]
type = ChangeState
trigger1 = AnimTime = 0
;trigger1 = parent,power < 3000
;trigger1 = Time = 800                  ;?u’÷??‰??”???X?v
;trigger2 = enemyNear,alive = 0
;trigger3 = Time = 800                  ;?u’÷??‰??”???X?Q?v                 
;trigger4 = P2stateno != 6064
value = 6096

[Statedef 6064]
type    = A
movetype= H
physics = N
velset = 0,0
;sprpriority = 2

[State 6064]               ;???p?A?j??19230??‘¶??????????
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(19230) = 1
value = 6621

[State 6064]              ;???p?A?j???????￠????????????
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(19230) = 0
value = 4631

[State 6064,????????]                     ;”?????’?
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, ”???2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ”???3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, ”???3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
;[State 3522, ”???3]
;type = PlaySnd
;trigger1 = AnimElem = 177
;value = 4218,22
;[State 3522, ”???3]
;type = PlaySnd
;trigger1 = AnimElem = 181
;value = 4218,22
[State 3522, ”???3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, ”???3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21


[State 6064,?_???[?W]
type = LifeAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -3

[State 6064, ‘???????]
type = LifeAdd
trigger1 = AnimElem = 175
value = -20

[State 6064, ‘???????]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -10

[State 6064, ?p???[????]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, ?p???[????]
type = PowerAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -12

[State 6064, ?p???[????]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ?p???[????]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50




;‰???---------------------------------inu-------------------------------------

[State 6064, inu?G]
type = explod
ID = 19250
trigger1 = AnimElem = 1
anim = 19250
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = 0
ownpal = 1
removetime = -2

[State 6064, ??“?????]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 19250

[State 6064, ?J?n]
type = explod
ID = 19251
trigger1 = AnimElem = 5
anim = 19251
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = 0
ownpal = 1
removetime = -1

[State 6064, ?J?n????]
type = RemoveExplod
trigger1 = AnimElem = 37
ID = 19251

[State 6064, 2’i??]
type = explod
ID = 19252
trigger1 = AnimElem = 37
anim = 19252
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = 0
ownpal = 1
removetime = -1

[State 6064, 2’i??????]
type = RemoveExplod
trigger1 = AnimElem = 97
ID = 19252

[State 6064, 3’i??]
type = explod
ID = 19253
trigger1 = AnimElem = 97
anim = 19253
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = 0
ownpal = 1
removetime = -1

[State 6064, 3’i??????]
type = RemoveExplod
trigger1 = AnimElem = 168
ID = 19253

[State 6064, ?s??‘O]
type = explod
ID = 19254
trigger1 = AnimElem = 168
anim = 19254
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = -1
ownpal = 1
removetime = -1

[State 6064, ?s??‘O????]
type = RemoveExplod
trigger1 = AnimElem = 175
ID = 19254

[State 6064, ?o??]
type = explod
ID = 19255
trigger1 = AnimElem = 175
anim = 19255
postype = back
pos = 0, 0
velocity = 0,0
sprpriority = -1
ownpal = 1
removetime = -1

[State 6064, ?o??????]
type = RemoveExplod
trigger1 = AnimElem = 182
ID = 19255

;‰???---------------------------------inu-------------------------------------



;---------------------------------------------------------------------------
; ‘???‘???“??°???????[?V?‡?“?Q
; CNS ???x??: ’†?‰
;
; ?±???X?e?[?g??‘?????????“??°??????????’n????????????????“????????B
; ’…’n????????cmd?t?@?C????? ??"recovery"???R?}?“?h??‘?????“????????????A
;?uSelfState?v???X?e?[?g?R?“?g???[?‰??‘??????§????‰??????A?R?“?g???[?????????????￠?????B

[Statedef 6065]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40


[State 6065, ‘￢“x‰??Z] ;?d??
type = VelAdd
Trigger1 = 1
y = 10

[State 6065, ”???3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4218,22

[State 6065, ?X?e?[?g???X]
type = ChangeState
triggerall = Vel Y > 0        ;???V
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cns?Q??

[State 6065, ?§??‰???????‘??????X?e?[?g??????]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5110 ;common1.cns?Q??

[State 6065, ?§??‰???????‘??????X?e?[?g??????]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;common1.cns?Q??

;???V?F?utriggerall?v
;?@?u????????’????????i???????v???????g???????g???K?[??’??`?????B
;?@??????trigger1???????Atriggerall????????‘S??‘??????￠?????A?L????????????? ?????????B
;?@???¨?Atriggerall????????“??????￠?????A??’u????????trigger1????‘??????????￠?????????￠?B
;
;---------------------------------------------------------------------------
;??‰??w???p?[???????X?e?[?g
;
;

[Statedef 6096,]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
velset   = 7,0
anim     = 72005
sprpriority = 2

[State 6096, ??“G]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6096, ????]
type = DestroySelf
trigger1 =  ScreenPos X >= 360;
trigger2 = ScreenPos X <= -30


;[State 6061, ]
;type = NotHitBy
;trigger1 = Time >= 0
;value = SCA,NA,SA,HA,NT,ST,HT

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


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

;---------------------------------------------------------
;---------------------------------------------------------
; nalgear


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


; スパンキング
; CNS difficulty: easy
[Statedef 320]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 800                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = -2                  ;Set p1's sprite layering priority to 2 (in front)

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NA          ;Attributes: Standing, Normal Throw
hitflag = MA          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 221       ;On success, KFM changes to state 810
p2stateno = 222       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 7]
type = ChangeState
trigger1 = Time = 1
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;スパンキング(攻撃)
[Statedef 321]
type    = S
movetype= A
physics = N
anim = 920
poweradd = 500
sprpriority = -2

[State xxx, snd]
type = PlaySnd
trigger1 = time = 60
value = 2988,0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
value = 800, 9


[State 810, 手前の手]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
anim = 221
id = 221
postype = p1
pos = 0, 0
scale = 0.5,0.5
sprpriority = 3


[State 810, Grab Sound]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
anim = F1
postype = p1
pos = 20, -25
scale = 1,1
sprpriority = -1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9, 0

[State 810, Bind 11]
type = TargetBind
trigger1 = time > 0
pos = 20, -20

[State 810, Throw 11]
type = TargetState
trigger1 = Time = 0
value = 222

[State 810, Throw 11]
type = TargetState
trigger1 = Time = 299
value = 821


[State 810, State End]
type = ChangeState
trigger1 = Time = 300
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
;スパンキング(やられ側)
[Statedef 322]
type    = A
movetype= H
physics = N
velset = 0,0

[State 810, State End]
type = lifeadd
trigger1 = Time = 0
trigger2 = Time = 30
trigger3 = Time = 60
trigger4 = Time = 90
trigger5 = Time = 120
trigger6 = Time = 150
trigger7 = Time = 180
trigger8 = Time = 210
trigger9 = Time = 240
value = -10

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 50
trigger3 = time = 200
trigger4 = time = 250
trigger5 = time = 400
trigger6 = time = 450
trigger7 = time = 600
trigger8 = time = 650
value = 4218,ifelse((Random<333),21,ifelse((Random<666),22,23))
channel = 0

[State 1220, 制御した相手のアニメ]       ;専用アニメーション有り
type = ChangeAnim
triggerall = SelfAnimExist(19230) = 1
trigger1 = Time = 0
trigger2 = Time = 30
trigger3 = Time = 60
trigger4 = Time = 90
trigger5 = Time = 120
trigger6 = Time = 150
trigger7 = Time = 180
trigger8 = Time = 210
trigger9 = Time = 240
value = 19230

[State 1220, 制御した相手のアニメ]        ;専用アニメーション無し
type = ChangeAnim2
trigger1 = SelfAnimExist(19230) = 0
Trigger1 = Time = 0
value = 222


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821];投げから開放され悶えてダウン
type    = S;A
movetype= H
physics = N
velset = 0,0
poweradd = 40

[State 821, 1]
type = PosSet
trigger1 = 1
y = 0

[State 1052, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(5950) = 1
trigger1 = Time = 0
value = 5950

[State 1052, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = SelfAnimExist(5950) = 0
value = 5100

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = AnimTime = 0
value = 5100 ;Hit ground


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






























;===========================
;============================
[Statedef 22016,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22016
ctrl = 0
sprpriority = 3

[State 2000]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 2000, ??????????]
type = SuperPause
trigger1 = AnimElem = 1
anim = 100       
pos = 25, -57    
sound = 20, 0    
time = 50    
movetime = 0   
darken = 1  

[State 22010]
type = ChangeState
trigger1 = AnimTime = 0
value = 22018

[State 22016]
type = TargetState
trigger1 = AnimTime = 0
value = 22019

[State 22010]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7777, 3

[State 22010]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 44

[State 22016 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22016 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 22012]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

;aliveordead
[State 22012,]
type = TargetState
triggerall = AnimElem = 5
trigger1 = enemyNear, alive = 1
value = 22019


[State 22012,]
type = ChangeState
triggerall = AnimElem = 5
trigger1 = enemyNear, alive = 1
value = 22018





[Statedef 22017]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22017 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22017 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT


;cust8454-------------------------------------------
[State 22017]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22017


[State 22017]
type = LifeAdd
trigger1 = AnimElem = 5
value = -5
kill = 0





;SlowHumping2Missionary
[Statedef 22018,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22018
ctrl = 0
sprpriority = 3


[State 6073]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6073, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 22012]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 22012]
type = PlaySnd
trigger1 = AnimElem = 2
value = 666, 0

[State 22012]
type = PlaySnd
trigger1 = AnimElem = 2
value = 666, 2

;aliveordead
[State 22012,]
type = TargetState
triggerall = Time = 500
trigger1 = enemyNear, alive = 1
value = 22021


[State 22012,]
type = ChangeState
triggerall = Time = 500
trigger1 = enemyNear, alive = 1
value = 22020

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

;SlowHumping2ReceiveMissionary
[Statedef 22019]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;cust8454-------------------------------------------
[State 22003]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22019	;6623早漏犬アニメに調整したものに変更
;-------------------------------------------end8454


[State 22003]
type = PlaySnd
trigger1 = AnimElem = 7 || AnimElem = 25
trigger2 = AnimElem = 31 || AnimElem = 43
trigger3 = AnimElem = 61
trigger4 = AnimElem = 79  || AnimElem = 91
trigger5 = AnimElem = 103  || AnimElem = 121
trigger6 = AnimElem = 127 || AnimElem = 145
trigger7 = AnimElem = 149  || AnimElem = 163
trigger8 = AnimElem = 179 || AnimElem = 189
value = 4218,21+ (Random%2)

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 151 || AnimElem = 195
value = 4218,23

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183
value = 4218,22
[State 19064, Explod]
type = Explod
trigger1 = animelem= 1
anim =19332
ID =19332
pos = 9,-18
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 6

[State 22009]
type = LifeAdd
trigger1 = AnimElem = 2
value = -25
kill = 0

;---------------------------------------
;FasterHumpGive2
[Statedef 22020,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22020
ctrl = 0
sprpriority = 3

[State 6073, Vel]
Type = velmul
Trigger1 = Time < 100
x = .9


[State 6073]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6073, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 22002]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 0

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59
value = 666, 1

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 2




;aliveordead
[State 22002,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22031


[State 22002,]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22030



;aliveordead
[State 22012,]
type = TargetState
triggerall = Time = 500
trigger1 = enemyNear, alive = 1
value = 22023


[State 22012,]
type = ChangeState
triggerall = Time = 500
trigger1 = enemyNear, alive = 1
value = 22022








;------------------------------------------------
;FasterHump2Receive
[Statedef 22021]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;cust8454-------------------------------------------
[State 22003]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22021	;6623早漏犬アニメに調整したものに変更
;-------------------------------------------end8454


[State 22003]
type = PlaySnd
trigger1 = AnimElem = 7 || AnimElem = 25
trigger2 = AnimElem = 31 || AnimElem = 43
trigger3 = AnimElem = 61
trigger4 = AnimElem = 79  || AnimElem = 91
trigger5 = AnimElem = 103  || AnimElem = 121
trigger6 = AnimElem = 127 || AnimElem = 145
trigger7 = AnimElem = 149  || AnimElem = 163
trigger8 = AnimElem = 179 || AnimElem = 189
value = 4218,21+ (Random%2)

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 151 || AnimElem = 195
value = 4218,23

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183
value = 4218,22
[State 19064, Explod]
type = Explod
trigger1 = animelem= 1
anim =19332
ID =19332
pos = 9,-18
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 6

[State 22003]
type = LifeAdd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = -50
kill = 0


;---------------------------------------
;FasterHumpGive2
[Statedef 22022,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22022
ctrl = 0
sprpriority = 3

[State 6073, Vel]
Type = velmul
Trigger1 = Time < 100
x = .9


[State 6073]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6073, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 22002]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 0

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59
value = 666, 1

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 2



;aliveordead
[State 22002,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22031


[State 22002,]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22030



;aliveordead
[State 22012,]
type = TargetState
triggerall = Time = 500
trigger1 = enemyNear, alive = 1
value = 22025


[State 22012,]
type = ChangeState
triggerall = Time = 500
trigger1 = enemyNear, alive = 1
value = 22024








;------------------------------------------------
;FasterHump2Receive
[Statedef 22023]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;cust8454-------------------------------------------
[State 22003]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22023	;6623早漏犬アニメに調整したものに変更
;-------------------------------------------end8454


[State 22003]
type = PlaySnd
trigger1 = AnimElem = 7 || AnimElem = 25
trigger2 = AnimElem = 31 || AnimElem = 43
trigger3 = AnimElem = 61
trigger4 = AnimElem = 79  || AnimElem = 91
trigger5 = AnimElem = 103  || AnimElem = 121
trigger6 = AnimElem = 127 || AnimElem = 145
trigger7 = AnimElem = 149  || AnimElem = 163
trigger8 = AnimElem = 179 || AnimElem = 189
value = 4218,21+ (Random%2)

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 151 || AnimElem = 195
value = 4218,23

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183
value = 4218,22
[State 19064, Explod]
type = Explod
trigger1 = animelem= 1
anim =19332
ID =19332
pos = 9,-18
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 6

[State 22003]
type = LifeAdd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = -75
kill = 0


;---------------------------------------
;FasterHumpGive2
[Statedef 22024,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22024
ctrl = 0
sprpriority = 3

[State 6073, Vel]
Type = velmul
Trigger1 = Time < 100
x = .9


[State 6073]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6073, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 22002]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 0

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59
value = 666, 1

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 2

[State 22014]
type = PlaySnd
trigger1 = Time = 10
value = 195, 1


;aliveordead
[State 22002,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22031


[State 22002,]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22030



;aliveordead
[State 22012,]
type = TargetState
triggerall = Time = 500
trigger1 = enemyNear, alive = 1
value = 22027


[State 22012,]
type = ChangeState
triggerall = Time = 500
trigger1 = enemyNear, alive = 1
value = 22026








;------------------------------------------------
;FasterHump2Receive
[Statedef 22025]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;cust8454-------------------------------------------
[State 22003]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22025	;6623早漏犬アニメに調整したものに変更
;-------------------------------------------end8454


[State 22003]
type = PlaySnd
trigger1 = AnimElem = 7 || AnimElem = 25
trigger2 = AnimElem = 31 || AnimElem = 43
trigger3 = AnimElem = 61
trigger4 = AnimElem = 79  || AnimElem = 91
trigger5 = AnimElem = 103  || AnimElem = 121
trigger6 = AnimElem = 127 || AnimElem = 145
trigger7 = AnimElem = 149  || AnimElem = 163
trigger8 = AnimElem = 179 || AnimElem = 189
value = 4218,21+ (Random%2)

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 151 || AnimElem = 195
value = 4218,23

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183
value = 4218,22
[State 19064, Explod]
type = Explod
trigger1 = animelem= 1
anim =19332
ID =19332
pos = 9,-18
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 6

[State 22003]
type = LifeAdd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = -100
kill = 0

;---------------------------------------
;FasterHumpGive2
[Statedef 22026,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22026
ctrl = 0
sprpriority = 3

[State 6073, Vel]
Type = velmul
Trigger1 = Time < 100
x = .9


[State 6073]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6073, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 22002]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 0

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59
value = 666, 1

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 2

[State 22014]
type = PlaySnd
trigger1 = Time = 10 
value = 180, 1

[State 22014]
type = PlaySnd
trigger1 = Time = 200
value = 195, 0

[State 22014]
type = PlaySnd
trigger1 = Time = 350
value = 181, 0





;aliveordead
[State 22002,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 33034


[State 22002,]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22033

[State 22002,]
type = TargetState
triggerall = Time >= 500
trigger1 = command = "b"
trigger1 = enemyNear, alive = 1
value = 22029


[State 22002,]
type = ChangeState
triggerall = Time >= 500
trigger1 = command = "b"
trigger1 = enemyNear, alive = 1
value = 22028


;aliveordead
[State 22012,]
type = TargetState
triggerall = power = 3000
trigger1 = command = "a"
trigger1 = enemyNear, alive = 1
value = 22031


[State 22012,]
type = ChangeState
triggerall = power = 3000
trigger1 = command = "a"
trigger1 = enemyNear, alive = 1
value = 22030








;------------------------------------------------
;FasterHump2Receive
[Statedef 22027]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;cust8454-------------------------------------------
[State 22003]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22027	;6623早漏犬アニメに調整したものに変更
;-------------------------------------------end8454


[State 22003]
type = PlaySnd
trigger1 = AnimElem = 7 || AnimElem = 25
trigger2 = AnimElem = 31 || AnimElem = 43
trigger3 = AnimElem = 61
trigger4 = AnimElem = 79  || AnimElem = 91
trigger5 = AnimElem = 103  || AnimElem = 121
trigger6 = AnimElem = 127 || AnimElem = 145
trigger7 = AnimElem = 149  || AnimElem = 163
trigger8 = AnimElem = 179 || AnimElem = 189
value = 4218,21+ (Random%2)

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 151 || AnimElem = 195
value = 4218,23

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183
value = 4218,22
[State 19064, Explod]
type = Explod
trigger1 = animelem= 1
anim =19332
ID =19332
pos = 9,-18
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 6

[State 22003]
type = LifeAdd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = -200
kill = 0





;--------------------------------------------------------------
;ExGiving
[Statedef 22028,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22028
ctrl = 0
sprpriority = 3

[State 6073, Vel]
Type = velmul
Trigger1 = Time < 100
x = .9

[State 6073]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6073, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 22002]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 14 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 0

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 9 || AnimElem = 19 || AnimElem = 39 || AnimElem = 59
value = 666, 1

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = 666, 2

[State 22006]
type = PlaySnd
trigger1 = Time = 20
value = 3100, 2


[State 191, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
Time = 10    ;Time to shake screen
ampl = 4     ;Amount to shake
freq = 130   ;A frequency of 180 shakes the screen rapidly


;aliveordead
[State 22002,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22031


[State 22002,]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 22030

;aliveordead
[State 22002,]
type = TargetState
triggerall = command = "a"
triggerall = Time >= 500
trigger1 = enemyNear, alive = 1
value = 22034


[State 22002,]
type = ChangeState
triggerall = command = "a"
triggerall = Time >= 500
trigger1 = enemyNear, alive = 1
value = 22033





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

;ExReceiving
[Statedef 22029]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22003 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;cust8454-------------------------------------------
[State 22003]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22029	;6623早漏犬アニメに調整したものに変更
;-------------------------------------------end8454


[State 22003]
type = PlaySnd
trigger1 = AnimElem = 7 || AnimElem = 25
trigger2 = AnimElem = 31 || AnimElem = 43
trigger3 = AnimElem = 61
trigger4 = AnimElem = 79  || AnimElem = 91
trigger5 = AnimElem = 103  || AnimElem = 121
trigger6 = AnimElem = 127 || AnimElem = 145
trigger7 = AnimElem = 149  || AnimElem = 163
trigger8 = AnimElem = 179 || AnimElem = 189
value = 4218,21+ (Random%2)

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 151 || AnimElem = 195
value = 4218,23

[State 19064]
type = PlaySnd
trigger1 = AnimElem = 168 || AnimElem = 175 || AnimElem = 183
value = 4218,22
[State 19064, Explod]
type = Explod
trigger1 = animelem= 1
anim =19332
ID =19332
pos = 9,-18
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 6

[State 22003]
type = LifeAdd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44 || AnimElem = 49
trigger3 = AnimElem = 54 || AnimElem = 59
value = -500
kill = 0

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


;Ejac
[Statedef 22030]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22030
ctrl = 0
sprpriority = 3

[State 22004]
type = HitDef
trigger1 = time >= 10
attr = S, ST         
hitflag = M   
priority = 7, miss  
sparkno = -1      
p1stateno = 22002  
p2facing = 1   
fall = 0  




[State 22004]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food          ;この位置を調節することで締め上げる触手の位置を変えれます。

[State 22004]
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59
value = 3652, 0

[State 22006]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1230, 0

[State 22002]
type = PlaySnd
trigger1 = AnimElem = 151
value = 3000, 0

[State 22004]
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59
value = 0, 6

[State 22005]
type = PowerAdd
trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59
value = 100

;add8454-------------------------------------------

;aliveordead

[State 22004]
type = TargetState
trigger1 = AnimTime = 0
value = 30091

[State 22004,]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020

[State 22004,]
type = TargetState
triggerall = Time >= 80
trigger1 = command = "a"
trigger1 = enemyNear, alive = 1
value = 22029

[State 22004,]
type = ChangeState
triggerall = Time >= 80
trigger1 = command = "a"
trigger1 = enemyNear, alive = 1
value = 22028

;EjacReceive
[Statedef 22031]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22005 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22005 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;cust8454-------------------------------------------
[State 22005]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22031



[State 22005]
type = LifeAdd
trigger1 = AnimElem = 1 || AnimElem = 10 || AnimElem = 17 || AnimElem = 24 || AnimElem = 33 || AnimElem = 45 || AnimElem = 59
value = -2000





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


;Ejac2
[Statedef 22033]
type = S
movetype = A
physics = N
velset = 0,0
anim = 22033
ctrl = 0
sprpriority = 3

[State 22004]
type = HitDef
trigger1 = time >= 10
attr = S, ST         
hitflag = M   
priority = 7, miss  
sparkno = -1      
p1stateno = 22002  
p2facing = 1   
fall = 0  




[State 22004]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food          ;この位置を調節することで締め上げる触手の位置を変えれます。

[State 22004, ooxx]
type = Explod
trigger1 = p2stateno !=22034
trigger2 = animelem = 138
anim = 22035
pos = 0,0
postype = p1
sprpriority = 2
supermove = 1
bindtime = -1
ownpal = 1
[State 22004]
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59
value = 3652, 0

[State 22004]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3652,1

[State 22004]
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124
value = 0, 6

[State 191, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88|| AnimElem = 110 || AnimElem = 124
Time = 15    ;Time to shake screen
ampl = 4     ;Amount to shake
freq = 130   ;A frequency of 180 shakes the screen rapidly

[State 22004]
type = PlaySnd
trigger1 = AnimElem = 137
value = 191, 0


;add8454-------------------------------------------

;aliveordead

[State 22004]
type = TargetState
trigger1 = AnimTime = 0
value = 30091


[State 22004]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020





;EjacReceive2
[Statedef 22034]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 22005 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 22005 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;cust8454-------------------------------------------
[State 22005]               ;専用アニメ19230が存在するとき
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(12250) = 1
value = 22034



[State 22005]
type = LifeAdd
trigger1 = AnimElem = 1 || AnimElem = 30 || AnimElem = 59 || AnimElem = 88 || AnimElem = 110 || AnimElem = 124
value = -5000
kill = 1

[Statedef 15412]
type = S
physics = S
movetype = A
ctrl = 0
anim = 435
velset = 0,0

[State 220, 3]
type = AfterImage
trigger1 = time <=0
time = 20
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 3021, 2]
type = Velset
trigger1 = time >= 1
x = 10

[State 40000, 4]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 40000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 190, 0
Volume = 200

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 15415

[State 6061,]
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 15414

[State 6061]
type = TargetState
trigger1 = enemyNear, alive = 0
trigger1 = NumTarget
value = 6064

[State 6061,]
type = ChangeState 
trigger1 = enemyNear, alive = 0
trigger1 = NumTarget
value = 6072


[State 6061]
type = HitDef
trigger1 = time >= 10
attr = S, ST         
hitflag = M F D
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 0  


[Statedef 15414,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 15412
ctrl = 0
sprpriority = 3

[State 11504];?P?c
type = Explod
trigger1 = numexplod(15411) = 0
anim = 15411
ID = 15411
pos = 0,0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = -1

[State 11504];?P?c????
type = RemoveExplod
triggerall = Time >= 1300
trigger1 = command = "a"
ID = 15411

[State 11504];?P?c????
type = RemoveExplod
trigger1 = animelem = 379
ID = 15411

[State 6072, Vel]
Type = velmul
Trigger1 = Time < 100
x = .9

[State 6072]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6072, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6072]
type = PlaySnd
trigger1 = animElem = 3
value = 0,44

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44
trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64
trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84
trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104
trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 || AnimElem = 180
trigger7 = AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200
trigger8 = AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220
trigger9 = AnimElem = 225 || AnimElem = 230 || AnimElem = 235 || AnimElem = 240
trigger10 = AnimElem = 245 || AnimElem = 250 || AnimElem = 255
value = 0, 43

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44
trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64
trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84
trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104
trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119
value = 5, 8

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152  
trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273
trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313
trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337
value = 0, 6

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372
value = 0, 40

[State 6072]
type = Explod
trigger1 = animelem = 114
anim = 6640
pos = -25,-50
postype = p1
removetime = -2
scale = .35,.35
sprpriority = -2

[State 6072]
type = Explod
trigger1 = animelem = 256
anim = 6641
pos = -25,-50
postype = p1
removetime = -2
scale = .35,.35
sprpriority = -2

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 120
value = 5000, 0

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 257
value = 191,0

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 345
value = 3652,1

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 375
value = 20, 17

[State 6072]
type = TargetBind
trigger1 = Time >= 0
pos = 13, -21 


[State 6072,]
type = TargetState
trigger1 = AnimTime = 0   
value = 30091

[State 6072,]
type = TargetState
triggerall = Time >= 1300
trigger1 = command = "a"
value = 15417


[State 6072,]
type = ChangeState
triggerall = Time >= 1300
trigger1 = command = "a"
value = 15416

[State 6072,]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020

[State 6072,]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020



[State 6072, ｼﾌﾐﾋｺｦ]
type = LifeAdd
trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152  
trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273
trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313
trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337
value = 30

[State 6072, ﾗ鋓ﾋｺｦ]
type = LifeAdd
trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372
value = 20


[Statedef 15415]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 15415 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 15415 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6064] 
type = ChangeAnim2
Trigger1 = Time = 0
triggerall = enemy,animexist(19230)
value = 15413

[State 6064]   
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(19230) = 0
value = 3631

[State 6064,｣ﾏ｣ﾘｿｪﾊｼ]  
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21
[State 6064, ｣ﾏ｣ﾘ2]
type = PlaySnd
trigger1 = AnimElem = 200
value = 4218,21
[State 3522, ｣ﾏ｣ﾘ3]
type = PlaySnd
trigger1 = AnimElem = 250
value = 4218,22


[State 6064, ｼﾌﾐﾋｺｦ]
type = LifeAdd
trigger1 = AnimElem = 3
value = -17

[State 6064,ｶ犇ﾎﾉﾋｺｦ]
type = LifeAdd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44
trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64
trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84
trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104
trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 || AnimElem = 180
trigger7 = AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200
trigger8 = AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220
trigger9 = AnimElem = 225 || AnimElem = 230 || AnimElem = 235 || AnimElem = 240
trigger10 = AnimElem = 245 || AnimElem = 250 || AnimElem = 255
value = -10

[State 6064, ｼﾌﾐﾋｺｦ] 
type = LifeAdd
trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152  
trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273
trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313
trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337
value = -15

[State 6064, ﾗ鋓ﾋｺｦ]
type = LifeAdd
trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372
value = -20

[State 6064, ｼ
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, ｶ犇ﾎｼ
type = PowerAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -12

[State 6064, ｼﾌﾐ
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ﾗ鋓
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[Statedef 6069]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1041
velset = 0,0


[State 6062,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 40001, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3
Volume = 200


[State 6062]
type = HitDef
trigger1 = time >= 5
attr = S, ST
hitflag = M A F D   
priority = 7, miss
sparkno = -1
sprpriority = 2
p2facing = 1
fall = 0

[State 40001, 4]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 6062]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 11506

[State 6062,]                     ;?q?b?g?????????I
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 11500

[Statedef 11500]
type = S
movetype = A
physics = S
anim = 11500
velset = 0,0
SprPriority = -2

[State 11500];?P?c
type = Explod
trigger1 = numexplod(11510) = 0
anim = 11510
ID = 11500
pos = 0,0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3

[State 11501];断??
type = Explod
trigger1 = time = 0
anim = 11570
ID = 11570
postype = p1
pos = 0,0
sprpriority = 5
removetime = -1

[State 11501];断??????
type = RemoveExplod
trigger1 = time >= 60
ID = 11570

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, TargetBind]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1100,4

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 60
value = 11501

; ?????ｰ1-------------------------------------------------------
[Statedef 11501]
type = S
movetype = A
physics = S
anim = 11501
velset = 0,0
SprPriority = -2

[State 11501];?P?c
type = Explod
trigger1 = numexplod(11511) = 0
anim = 11511
ID = 11511
pos = 0,0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3

[State 11501];断??
type = Explod
trigger1 = time = 0
anim = 11571
ID = 11571
postype = p1
pos = 0,0
sprpriority = 5
removetime = -1

[State 11501];断??????
type = RemoveExplod
trigger1 = time >= 200
trigger1 = animtime = 0
ID = 11571

[State 11501];?`?R
type = Explod
trigger1 = time = 0
anim = 11521
ID = 11521
postype = p1
pos = 0,0
sprpriority = 4
removetime = -1

[State 11501];?`?R????
type = RemoveExplod
trigger1 = time >= 200
trigger1 = animtime = 0
ID = 11521

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 11507

[State 810, TargetBind]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1100,6

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 6,0

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 11502

; ?????ｰ2-------------------------------------------------------
[Statedef 11502]
type = S
movetype = A
physics = S
anim = 11502
velset = 0,0
SprPriority = -2

[State 11502];?P?c
type = Explod
trigger1 = numexplod(11512) = 0
anim = 11512
ID = 11512
pos = 0,0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removetime = -1

[State 11502];?P?c????
type = RemoveExplod
trigger1 = time >= 200
trigger1 = animtime = 0
ID = 11512

[State 11502];断??
type = Explod
trigger1 = time = 0
anim = 11572
ID = 11572
postype = p1
pos = 0,0
sprpriority = 5
removetime = -1

[State 11502];断??????
type = RemoveExplod
trigger1 = time >= 200
trigger1 = animtime = 0
ID = 11572

[State 11502];?`?R
type = Explod
trigger1 = time = 0
anim = 11522
ID = 11522
postype = p1
pos = 0,0
sprpriority = 4
removetime = -1

[State 11502];?`?R????
type = RemoveExplod
trigger1 = time >= 200
trigger1 = animtime = 0
ID = 11522

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 11508

[State 810, TargetBind]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 6,0

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 11503

; ?????ｰ3-------------------------------------------------------
[Statedef 11503]
type = S
movetype = A
physics = S
anim = 11503
velset = 0,0
SprPriority = -2

[State 11503];?P?c
type = Explod
trigger1 = numexplod(11513) = 0
anim = 11513
ID = 11513
pos = 0,0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removetime = -1

[State 11503];?P?c????
type = RemoveExplod
trigger1 = time >= 200
trigger1 = animtime = 0
ID = 11513

[State 11503];断??
type = Explod
trigger1 = time = 0
anim = 11573
ID = 11573
postype = p1
pos = 0,0
sprpriority = 5
removetime = -1

[State 11503];断??????
type = RemoveExplod
trigger1 = time >= 200
trigger1 = animtime = 0
ID = 11573

[State 11503];?`?R
type = Explod
trigger1 = time = 0
anim = 11523
ID = 11523
postype = p1
pos = 0,0
sprpriority = 4
removetime = -1

[State 11503];?`?R????
type = RemoveExplod
trigger1 = time >= 200
trigger1 = animtime = 0
ID = 11523

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 11509

[State 810, TargetBind]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 6,0

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 200
trigger1 = animtime = 0
value = 11504

; ?????ｰ4?E?t?B?j?b?V?------------------------------------------------------
[Statedef 11504]
type = S
movetype = A
physics = S
anim = 11504
velset = 0,0
SprPriority = -2

[State 11504];?P?c
type = Explod
trigger1 = numexplod(11514) = 0
anim = 11514
ID = 11514
pos = 0,0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removetime = -1

[State 11504];?P?c????
type = RemoveExplod
trigger1 = animelem = 47
ID = 11514

[State 11504];断??
type = Explod
trigger1 = time = 0
anim = 11574
ID = 11574
postype = p1
pos = 0,0
sprpriority = 3
removetime = -1

[State 11504];断??????
type = RemoveExplod
trigger1 = animelem = 47
ID = 11574

[State 11504];?`?R
type = Explod
trigger1 = time = 0
anim = 11524
ID = 11524
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2

[State 11504, Explod];?`
type = Explod
trigger1 = time = 0
anim = 11525
ID = 11525
pos = 0, 0
postype = p1
scale = 1, 1
sprpriority = -1
ontop = 0
removetime = 472

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 11550

[State 810, TargetBind]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 5,29

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
value = 3652,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
value = 1100,3
vol = 255

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 46
value = 191,0

[State -2, EnvShake]
type = EnvShake
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
time = 10
freq = 120
ampl = -6

[State -2, ChangeState]
type = ChangeState
trigger1 = animelem = 47
value = 11505

; ?????ｰ?E?t?B?j?b?V?Q-------------------------------------------------------
[Statedef 11505]
type = S
movetype = A
physics = S
anim = 11500
velset = 0,0
SprPriority = -2

[State 11505];?P?c
type = Explod
trigger1 = numexplod(11510) = 0
anim = 11510
ID = 11510
pos = 0,0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removetime = -1

[State 11504];?P?c????
type = RemoveExplod
trigger1 = time = 150
ID = 11510

[State 11505,]
type = Trans
trigger1 = time <= 130
trans = addalpha
alpha = 256, 192

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 0
value = 11511

[State 810, TargetBind]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food

[State 1120, Position]
type = PosSet
trigger1 = time = 150
y = 0

[State -2, targetstate]
type = targetstate
trigger1 = time = 150
value = 30091

[State -2, ChangeState]
type = ChangeState
trigger1 = time = 150
value = 0
ctrl = 1

[State 11505]
type = TargetState
triggerall = Time >= 135
trigger1 = command = "a"
value = 5011

[State 11505]
type = ChangeState
triggerall = Time >= 135
trigger1 = command = "a"
value = 5011

[State 11505]
type = TargetState
triggerall = Time >= 135
trigger1 = command = "b"
value = 15417

[State 11505]
type = ChangeState
triggerall = Time >= 135
trigger1 = command = "b"
value = 15416

[State 11505]
type = null;ChangeState
triggerall = Time >= 135
trigger1 = command = "c"
value = 23202

[State 11505]
type = null;ChangeState
triggerall = Time >= 135
trigger1 = command = "c"
value = 23201

; ?????ｰ(??)----------------------------------------------------------------------------
[Statedef 11506]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

[State 6206, ?????????o?[?f?B???pair?L??]
type = ChangeAnim2
triggerall = enemy,animexist(17230)
Trigger1 = Time = 0
value = 17230

[State 6206, ???????????pair?L??]
type = ChangeAnim2
Trigger1 = SelfAnimExist(17230) = 0 
Trigger1 = Time = 0
value = 17230

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 4218, 21 + random%3

; ?????ｰ?Q(??)
[Statedef 11507]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

[State 6207, ?????????o?[?f?B???pair?L??]
type = ChangeAnim2
triggerall = enemy,animexist(17231)
Trigger1 = Time = 0
value = 17231

[State 6207, ???????????pair?L??]
type = ChangeAnim2
Trigger1 = SelfAnimExist(17231) = 0
Trigger1 = Time = 0
value = 17231

;??????
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -10
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 4218, 21 + random%3

; ?????ｰ?R(??)
[Statedef 11508]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

[State 6208, ?????????o?[?f?B???pair?L??]
type = ChangeAnim2
triggerall = enemy,animexist(17232)
Trigger1 = Time = 0
value = 17232

[State 6208, ???????????pair?L??]
type = ChangeAnim2
Trigger1 = SelfAnimExist(17232) = 0
Trigger1 = Time = 0
value = 17232

;??????
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -5
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random%2 = 0
value = 4218, 21 + random%3

; ?????ｰ?S(??)
[Statedef 11509]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

[State 6209, ?????????o?[?f?B???pair?L??]
type = ChangeAnim2
triggerall = enemy,animexist(17233)
Trigger1 = Time = 0
value = 17233

[State 6209, ???????????pair?L??]
type = ChangeAnim2
Trigger1 = SelfAnimExist(17233) = 0
Trigger1 = Time = 0
value = 17233

;??????
[State 6209, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
value = -3
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 4218, 21 + random%3

; ?????ｰ?E?t?B?j?b?V???)
[Statedef 11550]
type = S
movetype = H
physics = N
velset = 0,0
SprPriority = 1

[State 6206, ?????????o?[?f?B???pair?L??]
type = ChangeAnim2
triggerall = enemy,animexist(17234)
Trigger1 = Time = 0
value = 17234

[State 756, 2]; ???????????pair?L??
type = ChangeAnim2
Trigger1 = SelfAnimExist(17234) = 0
Trigger1 = Time = 0
value = 17234

;??????
[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20
absolute = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8

value = 11,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
value = 4218, 21 + random%3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 44
value = 4218, 23

; ?????ｰ?E?t?B?j?b?V?Q(??)
[Statedef 11511]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 3

[State 756, 2]
type = ChangeAnim
triggerall = enemy,animexist(17230)
trigger1 = Time = 0
value = 12238

; ?????ｰ?E?I??(??)
[Statedef 11512]
type = A
movetype = H
physics = N
velset = 0,0

[State 757, 1]
type = SprPriority
trigger1 = 1
value = 2

[State 757, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 757, 3]
type = VelSet
trigger1 = AnimElem = 1
X = 3
Y = -1.5

[State 757, 4]
type = VelAdd
trigger1 = 1
Y = 0.3

[State 757, 9]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

[Statedef 15416]
type = S
movetype= A
physics = N
anim = 15414
ctrl = 0
sprpriority = 3
velset = 0,0

[State 11504];?P?c
type = Explod
trigger1 = numexplod(15418) = 0
anim = 15418
ID = 15418
pos = 0,0
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = -1

[State 11504];?P?c????
type = RemoveExplod
triggerall = Time >= 2137
trigger1 = command = "a"
ID = 15418

[State 11504];?P?c????
type = RemoveExplod
triggerall = Time >= 2137
trigger1 = command = "b"
ID = 15418

[State 11504];?P?c????
type = RemoveExplod
triggerall = Time >= 2137
trigger1 = command = "c"
ID = 15418

[State 15416]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 15416]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

;[State 19062]
;type = TargetBind
;trigger1 = Time = 0
;value = 0,0

;cust8454-------------------------------------------
[State 15416]
type = PlaySnd
trigger1 = time = 0
trigger1 = enemyNear, alive = 1	;-----cust
value = 10,50
;-------------------------------------------end8454

[State 15416]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15 || AnimElem = 19
trigger2 = AnimElem = 23 || AnimElem = 27 || AnimElem = 31 || AnimElem = 35
trigger3 = AnimElem = 39 || AnimElem = 43 || AnimElem = 47 || AnimElem = 51
trigger4 = AnimElem = 55 || AnimElem = 59 || AnimElem = 63 || AnimElem = 67
trigger5 = AnimElem = 78 || AnimElem = 82 || AnimElem = 86 || AnimElem = 90
trigger6 = AnimElem = 94 || AnimElem = 98 || AnimElem = 102
trigger7 = AnimElem = 106 || AnimElem = 110 || AnimElem = 114
trigger8 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130 || AnimElem = 134
trigger9 = AnimElem = 138 || AnimElem = 142 || AnimElem = 146 || AnimElem = 150 || AnimElem = 154
trigger10 = AnimElem = 158 || AnimElem = 162 || AnimElem = 166 || AnimElem = 170 || AnimElem = 174
trigger11 = AnimElem = 179 || AnimElem = 182 || AnimElem = 185
value = 8150, 2

[State 15416]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 8 || AnimElem = 12 || AnimElem = 16
trigger2 = AnimElem = 20 || AnimElem = 24 || AnimElem = 28 || AnimElem = 32
trigger3 = AnimElem = 36 || AnimElem = 40 || AnimElem = 44 || AnimElem = 48
trigger4 = AnimElem = 52 || AnimElem = 56 || AnimElem = 60 || AnimElem = 64
trigger5 = AnimElem = 79 || AnimElem = 83 || AnimElem = 87 || AnimElem = 91
trigger6 = AnimElem = 95 || AnimElem = 99 || AnimElem = 103 || AnimElem = 107
trigger7 = AnimElem = 111 || AnimElem = 115 || AnimElem = 119 || AnimElem = 123
trigger8 = AnimElem = 127 || AnimElem = 131 || AnimElem = 135 || AnimElem = 139
trigger9 = AnimElem = 143 || AnimElem = 147 || AnimElem = 151 || AnimElem = 155
trigger10 = AnimElem = 159 || AnimElem = 163 || AnimElem = 167 || AnimElem = 171
value = 8150, 3

[State 15416]
type = PlaySnd
trigger1 = AnimElem = 75 || animelem = 194
value = 20, 17

[State 15416]
type = PlaySnd
trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 || AnimElem = 175
trigger2 = AnimElem = 187 || AnimElem = 189 || AnimElem = 191 || AnimElem = 175
value = 3652, 0

[State 15416]
type = PlaySnd
trigger1 = AnimElem = 179
value = 1, 0

[State 15416]
type = PlaySnd
trigger1 = AnimElem = 179 || AnimElem = 182 || AnimElem = 185
value = 0, 6

[State 15416]
type = TargetBind
trigger1 = Time >= 0
pos = 13, -21

[State 15416, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 13, -21

[State 15416, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 13, -21

[State 15416, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = AnimElem = 2
value = -20
ID = -1

[State 15416,????]
type = LifeAdd
triggerall = Life > 10
trigger1 = AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 23
trigger2 = AnimElem = 27 || AnimElem = 31 || AnimElem = 35 || AnimElem = 39
trigger3 = AnimElem = 43 || AnimElem = 47 || AnimElem = 51 || AnimElem = 55
trigger4 = AnimElem = 59 || AnimElem = 63 || AnimElem = 78 || AnimElem = 82
trigger5 = AnimElem = 86 || AnimElem = 90 || AnimElem = 94 || AnimElem = 98
trigger6 = AnimElem = 102 || AnimElem = 106 || AnimElem = 110 || AnimElem = 114
trigger7 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130
trigger8 = AnimElem = 134 || AnimElem = 138 || AnimElem = 142 || AnimElem = 146
trigger9 = AnimElem = 150 || AnimElem = 154 || AnimElem = 158 || AnimElem = 162
trigger10 = AnimElem = 166 || AnimElem = 170
value = 25

[State 15416, ????]
type = LifeAdd
trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72
value = 50

[State 15416, ????]
type = LifeAdd
trigger1 = AnimElem = 175 || AnimElem = 179 || AnimElem = 182 || AnimElem = 185
value = 100

[State 15416, ????]
type = LifeAdd
trigger1 = AnimElem = 194
value = 15

[State 15416, ????]
type = PowerAdd
trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 || AnimElem = 187 || AnimElem = 189 || AnimElem = 191 
value = 50

[State 15416, ????]
type = PowerAdd
trigger1 = AnimElem = 175 || AnimElem = 179 || AnimElem = 182 || AnimElem = 185
value = 100

[State 15416,]
type = TargetState
triggerall = Time >= 2137
trigger1 = command = "a"
value = 15419

[State 15416,]
type = ChangeState
triggerall = Time >= 2137
trigger1 = command = "a"
value = 15418

[State 15416,]
type = TargetState
triggerall = Time >= 2137
trigger1 = command = "b"
value = 3621

[State 15416,]
type = ChangeState
triggerall = Time >= 2137
trigger1 = command = "b"
value = 3611

[State 15416,]
type = TargetState
triggerall = Time >= 2137
trigger1 = command = "c"
value = 19078

[State 15416,]
type = ChangeState
triggerall = Time >= 2137
trigger1 = command = "c"
value = 6074

[State 15416,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 1   
value = 6065

[State 15416,]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020

[State 15416,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0
value = 30091


[Statedef 15417]
type = A
movetype = H
physics = N
velset = 0,0

[State 15417 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 15417 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 15417, 1]
type = ChangeAnim2
Triggerall = Time = 0
triggerall = SelfAnimExist(19230) = 1
trigger1 = SelfAnimExist(19230) = 1
value = 15415

[State 15417, Explod]
type = Explod
trigger1 = animelem= 1
anim =19334
ID =19334
pos = 6,-21
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 6

[State 15417,????]              ;???? Sound elem for new victim anim
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 19
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 23
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 31
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 35
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 43
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 47
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 55
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 59
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 67
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 68
value = 4218,23
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 70
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 72
value = 4218,23
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 74
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 78
value = 4218,22
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 82
value = 4218,21
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 86
value = 4218,22
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 90
value = 4218,21
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 94
value = 4218,22
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 98
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 102
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 106
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 110
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 114
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 118
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 122
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 126
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 130
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 134 ;---
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 138
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 142
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 146
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 154
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 162
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 166
value = 4218,21
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 170
value = 4218,22
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 174 ;-------
value = 4218,23
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,23
[State 15417, ??2]
type = PlaySnd
trigger1 = AnimElem = 182
value = 4218,23
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 185
value = 4218,23
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 191
value = 4218,22
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 194
value = 4218,21
;[State 3522, ??3]
;type = PlaySnd
;trigger1 = AnimElem = 194
;value = 4218,21
;cust8454------------------------------------------
[State 15417, ??3]
type = PlaySnd
trigger1 = AnimElem = 183
trigger1 = life > 0
value = 4218,21


;cust8454-------------------------------------------
[State 15417,????]
type = LifeAdd
triggerall = Life > 10
trigger1 = AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 23
trigger2 = AnimElem = 27 || AnimElem = 31 || AnimElem = 35 || AnimElem = 39
trigger3 = AnimElem = 43 || AnimElem = 47 || AnimElem = 51 || AnimElem = 55
trigger4 = AnimElem = 59 || AnimElem = 63 || AnimElem = 78 || AnimElem = 82
trigger5 = AnimElem = 86 || AnimElem = 90 || AnimElem = 94 || AnimElem = 98
trigger6 = AnimElem = 102 || AnimElem = 106 || AnimElem = 110 || AnimElem = 114
trigger7 = AnimElem = 118 || AnimElem = 122 || AnimElem = 126 || AnimElem = 130
trigger8 = AnimElem = 134 || AnimElem = 138 || AnimElem = 142 || AnimElem = 146
trigger9 = AnimElem = 150 || AnimElem = 154 || AnimElem = 158 || AnimElem = 162
trigger10 = AnimElem = 166 || AnimElem = 170
value = -5

[State 15417, ????]
type = LifeAdd
trigger1 = AnimElem = 68 || AnimElem = 70 || AnimElem = 72 || AnimElem = 187 || AnimElem = 189 || AnimElem = 191 
value = -15

[State 15417, ????]
type = LifeAdd
trigger1 = AnimElem = 175 || AnimElem = 179 || AnimElem = 182 || AnimElem = 185
value = -20

[State 15417, ????]
type = LifeAdd
trigger1 = AnimElem = 194
value = -5


[Statedef 15413]
type = S
physics = S
movetype = A
ctrl = 0
anim = 435
velset = 0,0

[State 220, 3]
type = AfterImage
trigger1 = time <=0
time = 20
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 3021, 2]
type = Velset
trigger1 = time >= 1
x = 10

[State 40000, 4]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 40000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 190, 0
Volume = 200

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 15419

[State 6061,]
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 15418

[State 6061]
type = TargetState
trigger1 = enemyNear, alive = 0
trigger1 = NumTarget
value = 6064

[State 6061,]
type = ChangeState 
trigger1 = enemyNear, alive = 0
trigger1 = NumTarget
value = 6072


[State 6061]
type = HitDef
trigger1 = time >= 10
attr = S, ST         
hitflag = M F D
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 0  

[Statedef 15418,]
type = S
movetype = A
physics = N
velset = 0,0
anim = 15416
ctrl = 0
sprpriority = 3

[State 6072, Vel]
Type = velmul
Trigger1 = Time < 100
x = .9

[State 6072]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6072, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6072]
type = PlaySnd
trigger1 = animElem = 3
value = 0,44

[State 6072]
type = PlaySnd
trigger1 = animElem = 1
value = 1100, 1

[State 6072]
type = PlaySnd
trigger1 = time = 0
trigger2= time= 300
value = 4218,400

[State 6072]
type = PlaySnd
trigger1 = time = 600
value = 4218,500

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44
trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64
trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84
trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104
trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 || AnimElem = 180
trigger7 = AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200
trigger8 = AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220
trigger9 = AnimElem = 225 || AnimElem = 230 || AnimElem = 235 || AnimElem = 240
trigger10 = AnimElem = 245 || AnimElem = 250 || AnimElem = 255
value = 0, 43

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44
trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64
trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84
trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104
trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119
value = 5, 8

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152  
trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273
trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313
trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337
value = 0, 6

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372
value = 0, 40

[State 6072]
type = Explod
trigger1 = animelem = 114
anim = 6642
pos = 0,0
postype = p1
removetime = -2
scale = .75,.75
sprpriority = -2

[State 6072]
type = Explod
trigger1 = animelem = 256
anim = 6643
pos = 0,0
postype = p1
removetime = -2
scale = .75,.75
sprpriority = -2

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 120
value = 5000, 0

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 257
value = 191,0

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 345
value = 3652,1

[State 6072]
type = PlaySnd
trigger1 = AnimElem = 375
value = 20, 17

[State 6072]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 


[State 6072,]
type = TargetState
triggerall = AnimTime = 0
trigger1 = enemyNear, alive = 0 || enemyNear, alive = 1   
value = 30091

[State 6072,]
type = TargetState
Triggerall = power >= 3000
triggerall = Time >= 1300
trigger1 = command = "a"
value = 22019

[State 6072,]
type = ChangeState
Triggerall = power >= 3000
triggerall = Time >= 1300
trigger1 = command = "a"
value = 22018

[State 6072,]
type = TargetState
triggerall = Time >= 1300
trigger1 = command = "b"
value = 3621

[State 6072,]
type = ChangeState
triggerall = Time >= 1300
trigger1 = command = "b"
value = 3611

[State 6072,]
type = null;ChangeState
triggerall = Time >= 1300
trigger1 = command = "c"
value = 23202

[State 6072,]
type = null;ChangeState
triggerall = Time >= 1300
trigger1 = command = "c"
value = 23201

[State 6072,]
type = ChangeState
trigger1 = animtime = 0 
value = 0
ctrl = 1

[State 6072,]
type = ChangeState
trigger1 = animtime = 0 
value = 0
ctrl = 1




[State 6072, ????????]
type = LifeAdd
trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152  
trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273
trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313
trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337
value = 30

[State 6072, ﾗ???????]
type = LifeAdd
trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372
value = 20


[Statedef 15419]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 15419 ]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 15419 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6064] 
type = ChangeAnim2
Trigger1 = Time = 0
triggerall = enemy,animexist(12250)
value = 15417

[State 6064]   
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 != SelfAnimExist(12250) = 0
value = 3631

[State 6064,｣?｣?????]  
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ｣?｣?3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, ｣?｣?3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
[State 3522, ｣?｣?3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, ｣?｣?3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21
[State 6064, ｣?｣?2]
type = PlaySnd
trigger1 = AnimElem = 200
value = 4218,21
[State 3522, ｣?｣?3]
type = PlaySnd
trigger1 = AnimElem = 250
value = 4218,22


[State 6064, ????????]
type = LifeAdd
trigger1 = AnimElem = 3
value = -17

[State 6064,ｶ?ｴ?????]
type = LifeAdd
trigger1 = AnimElem = 4 || AnimElem = 9 || AnimElem = 14 || AnimElem = 19 || AnimElem = 24
trigger2 = AnimElem = 29 || AnimElem = 34 || AnimElem = 39 || AnimElem = 44
trigger3 = AnimElem = 49 || AnimElem = 54 || AnimElem = 59 || AnimElem = 64
trigger4 = AnimElem = 69 || AnimElem = 74 || AnimElem = 79 || AnimElem = 84
trigger5 = AnimElem = 89 || AnimElem = 94 || AnimElem = 99 || AnimElem = 104
trigger6 = AnimElem = 109 || AnimElem = 114 || AnimElem = 119 || AnimElem = 180
trigger7 = AnimElem = 185 || AnimElem = 190 || AnimElem = 195 || AnimElem = 200
trigger8 = AnimElem = 205 || AnimElem = 210 || AnimElem = 215 || AnimElem = 220
trigger9 = AnimElem = 225 || AnimElem = 230 || AnimElem = 235 || AnimElem = 240
trigger10 = AnimElem = 245 || AnimElem = 250 || AnimElem = 255
value = -10

[State 6064, ????????] 
type = LifeAdd
trigger1 = AnimElem = 120 || AnimElem = 128 || AnimElem = 136 || AnimElem = 144 || AnimElem = 152  
trigger2 = AnimElem = 160 || AnimElem = 168 || AnimElem = 257 || AnimElem = 265 || AnimElem = 273
trigger3 = AnimElem = 281 || AnimElem = 289 || AnimElem = 297 || AnimElem = 305 || AnimElem = 313
trigger4 = AnimElem = 321 || AnimElem = 329 || AnimElem = 337
value = -15

[State 6064, ﾗ???????]
type = LifeAdd
trigger1 = AnimElem = 345 || AnimElem = 353 || AnimElem = 361 || AnimElem = 372
value = -20

[State 6064, ????]
type = PowerAdd
trigger1 = AnimElem = 3
value = -25

[State 6064, ｶ?ｴ?????]
type = PowerAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -12

[State 6064, ????????]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 6064, ﾗ???????]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50

[Statedef 22037]
type = S
physics = S
movetype = A
ctrl = 0
anim = 3200
velset = 0,0


[State 6062,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 40001, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3
Volume = 200

[State 22000]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 3621

[State 22000,]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 3611

[State 6062]
type = HitDef
trigger1 = time >= 10
attr = S, ST
hitflag = M
priority = 7, miss
sparkno = -1
sprpriority = 2
p2facing = 1
fall = 0

[State 40001, 4]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1


[StateDef 3611]
type = S
movetype = A
physics = N
velset = 0,0
anim = 3611
ctrl = 0
sprpriority = 3

[State 3611]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT


[State 3611]
type = BindToTarget
trigger1 = Time >= 0
id = -1
pos = 0, 20,food 

[State 3611, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 44

[State 3611, 1]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26
trigger2 = AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50
trigger3 = AnimElem = 56 || AnimElem = 62 || AnimElem = 68 || AnimElem = 74
trigger4 = AnimElem = 80 || AnimElem = 86 || AnimElem = 92 || AnimElem = 98
trigger5 = AnimElem = 104 || AnimElem = 110 || AnimElem = 116 || AnimElem = 122
trigger6 = AnimElem = 128 || AnimElem = 134 || AnimElem = 140
trigger7 = AnimElem = 146 || AnimElem = 152 || AnimElem = 158
trigger8 = AnimElem = 164 || AnimElem = 170 
value = 8150, 2

[State 3611, 2]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
trigger2 = AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47
trigger3 = AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71
trigger4 = AnimElem = 77 || AnimElem = 83 || AnimElem = 89 || AnimElem = 95
trigger5 = AnimElem = 101 || AnimElem = 107 || AnimElem = 113 || AnimElem = 119
trigger6 = AnimElem = 125 || AnimElem = 131 || AnimElem = 137 || AnimElem = 143
trigger7 = AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 168
trigger8 = AnimElem = 181 
value = 8150, 1

[State 3611, 3]
type = PlaySnd
trigger1 = AnimElem = 181
value = 0, 43

[State 3611, 4]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179 
value = 3652, 0

[State 3611, 4]
type = PlaySnd
trigger1 = AnimElem = 173
value = 5, 29

[State 3611, 4]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6

;----?????----
[State 3611,]
type = TargetState
triggerall = Time >= 800
trigger1 = command = "a"
value = 11506

[State 3611,]
type = ChangeState
triggerall = Time >= 800
trigger1 = command = "a"
value = 11500

[State 3611, ????????????]
type = TargetState
trigger1 = AnimTime = 0
value = 30091

[State 3611, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 5020

[StateDef 3621]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

;??
[State 3621, ??1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,22
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218,22
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 33
value = 4218,22
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 39
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 45
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 51
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 57
value = 4218,22
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 63
value = 4218,22
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 69
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 75
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 81
value = 4218,22
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 87
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 93
value = 4218,22
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 99
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 111
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 123
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 135
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 147
value = 4218,21
[State 3621, ??2]
type = PlaySnd
trigger1 = AnimElem = 159
value = 4218,21
[State 3522, ??3]
type = PlaySnd
trigger1 = AnimElem = 171
value = 4218,21
[State 3522, ??3]
type = PlaySnd
trigger1 = AnimElem = 179
value = 4218,22
;[State 3522, ??3]
;type = PlaySnd
;trigger1 = AnimElem = 177
;value = 4218,22
;[State 3522, ??3]
;type = PlaySnd
;trigger1 = AnimElem = 181
;value = 4218,22
[State 3522, ??3]
type = PlaySnd
trigger1 = AnimElem = 175
value = 4218,23
[State 3522, ??3]
type = PlaySnd
trigger1 = AnimElem = 183
value = 4218,21

[State 3621, ????]
type = LifeAdd
trigger1 = AnimElem = 3
value = -5

[State 3621, ????]
type = LifeAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -10

[State 3621, ????]
type = LifeAdd
trigger1 = AnimElem = 175
value = -20

[State 3621, ????]
type = LifeAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -15

[State 3621, ?????]
type = PowerAdd
trigger1 = AnimElem = 3
value = -35

[State 3621, ?????]
type = PowerAdd
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27
trigger2 = AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51
trigger3 = AnimElem = 57 || AnimElem = 63 || AnimElem = 69 || AnimElem = 75
trigger4 = AnimElem = 81 || AnimElem = 87 || AnimElem = 93 || AnimElem = 99
trigger5 = AnimElem = 105 || AnimElem = 111 || AnimElem = 117 || AnimElem = 123
trigger6 = AnimElem = 129 || AnimElem = 135 || AnimElem = 141
trigger7 = AnimElem = 147 || AnimElem = 153 || AnimElem = 159
trigger8 = AnimElem = 165 || AnimElem = 171
value = -22

[State 3621, ?????]
type = PowerAdd
trigger1 = AnimElem = 175
value = -100

[State 3621, ?????]
type = PowerAdd
trigger1 = AnimElem = 177 || AnimElem = 179 || AnimElem = 181
value = -50


[State 3621, ????????????]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(18300) = 1
value = 3621

[State 3621, ????????????]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = SelfAnimExist(18300) = 0
value = 3631




;Victim Throw Away
[Statedef 30097]
type    = S
physics = N
movetype= H
ctrl = 0

[state 0]
type = removeExplod
trigger1 = time = 0

[State 30097,]
type = VelAdd
trigger1 = 1
y = .4

[State 30097]
type = ChangeAnim2
trigger1 = time = 0
value = 5100

[State 30097]
type = ChangeState
triggerall = enemynear,var(25) != 0
triggerall = selfanimexist(36699) = 1
trigger1 = time >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 30091

[State 30097]
type = SelfState
triggerall = selfanimexist(36699) = 0 || enemynear,fvar(25) = 0
trigger1 = time >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;Victim Cum Leak
[Statedef 30091]
type    = S
physics = S
movetype= H
velset = 0,0
ctrl = 0

[state 0]
type = posset
trigger1 = time = 0
y = 0

[State 30097]
type = ChangeAnim
trigger1 = SelfAnimExist(36699)
trigger1 = time = 0
value = 36699



[State 30097]
type = ChangeAnim
trigger1 = !SelfAnimExist(36699)
trigger1 = time = 0
value = 5110

[State 30097]
type = SelfState
trigger1 = alive = 1
trigger1 = Time > 275
value = 5120

[State 30097]
type = ChangeState
triggerall = alive = 0
trigger1 = Time > 25
value = 5150

;CUM_SPLOD_EDIT
[State 36697]
type = Explod
trigger1 = SelfAnimExist(36698)
trigger1 = Time = 0
trigger1 = anim = 36699
anim = 36698
ID = 36698
facing = 1
bindtime = ifelse(Alive,270,20)
removetime = -2
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 6
ownpal = 0
IgnoreHitPause = 0


;===========================================================
;===========================================================