;バオ●624必殺投げ(派生なげ)
[StateDef 948494501]
type = S
movetype = A
phsyics = S
poweradd = 50
velset = 0,0
anim = 948494501
ctrl = 0

[State 948494501, 1]
type = NotHitBy
trigger1 = time > 0
value = SCA

[State 948494501, 2]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
getpower = 60, 0
damage = 0, 0
sparkno = -1
p1facing = 1         
p2facing = 1          
guardflag = N
pausetime = 0, 0
hitsound = s4511, 1
guard.dist = 0
fall = 1
ID = 948494501

[State 800, End]
type=targetstate
trigger1= Numtarget(948494501)
trigger1= target(948494501),stateno != 948496201
trigger1= movehit
value=948496201
ctrl=0


[State 800, End]
type=changestate
trigger1= Numtarget(948494501)
trigger1= target(948494501),stateno = 948496201
trigger1= movehit
value=948496000
ctrl=0


[State 948494501, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;------------------------------------------
;ラストの攻撃(相手)
;------------------------------------------
[StateDef 948494505]
type = S
movetype = H
phsyics = S
velset = 0,0
ctrl = 0
sprpriority = 2

[State 948494501, 3]
type = Posset
trigger1 = Time = 0
y = 0

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
value = F7, 0

[State 5110, 7]
type = Explod
trigger1 = Time = 0
anim = F60
pos = 0, 0
sprpriority = -10

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

[state 50000]
type = Turn
trigger1 = ceil(p2dist x) < 0
ignorehitpause = 1

[State 948494501, 3]
type = Changeanim
trigger1 = Time = 0
value = 5110


[State 948494501, 3]
type = selfState
trigger1 = Time >= 120
value = 5120



;-------------------------------------------------------------------------------
;ヘルパー
[Statedef 948494502]
type = S
movetype = I
physics = N
velset = 0,0
anim = 948494504
sprpriority = -2

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State 948496001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = NumExplod(948494506)=0
anim = 0;				←キャラの待機画像を変更したいときはここにアニメを指定してください
ID = 948494506
pos = -25, 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = -20
bindtime = 1
removeongethit = 1
OwnPal = 0

----------
;初期変数設定
;----------------------------
;体位
[state 948496000]
type = VarSet
trigger1 = time = 0
var(40) = 1

;ランダム待機時間
[State 948496001,VarSet]
type = VarSet
trigger1 = time = 0
var(34) = 10

;画面効果有無フラグ
[state 948496000]
type = VarSet
trigger1 = time = 0
var(35) = 0

;オート回数
[state 948496000]
type = VarSet
trigger1 = time = 0
var(37) = 0

;オーガズムフラグ
[state 948496000]
type = VarSet
trigger1 = time = 0
var(4) = 0

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

;----------------------------
;まんぐり透過スイッチ
;----------------------------
[State 948496001, 透過スイッチ用]
type = Varadd
triggerall = root,AILevel=0
triggerall = Var(41) <= 1
trigger1 = root,command = "up"
trigger1 = root,Anim = [2249,2253]
var(41) = 1
Persistent = 15

[State 948496001, 透過スイッチ用]
type = VarSet
triggerall = root,AILevel=0
trigger1 = Var(41) >= 2
var(41) = 0

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

;オート回数設定
[State 948496001, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
trigger1 = var(37) = 0
trigger1 = roundstate >= 3
var(36) = random%20

[State 948496001, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
trigger1 = var(37) = 0
trigger1 = roundstate >= 3
var(37) = 100+var(36)

;待機時間設定
[State 948496001,VarSet]
type = VarSet
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001 
trigger1 = root,time <= 1
var(38) = var(34)+(random%3)

;----------------------------
;追加コマンド処理
;----------------------------
;オート回数設定
[State 948496001, 追加コマンドx]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001 
trigger1 = root,command = "x"
var(36) = random%20

[State 948496001, 追加コマンドx]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001 
trigger1 = root,command = "x"
var(37) = 100+var(36)

;オート解除
[State 948496001, 追加コマンド]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001 
trigger1 = (root,command = "hold_y") || (root,command = "hold_z") || (root,command = "hold_a") || (root,command = "hold_b")
var(37) = 0

;画面効果有無設定
[State 948496001, 追加コマンドs]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001 
trigger1 = root,command = "start"
var(35) = 1 - var(35)
Persistent = 30

[State 948496001, playsnd]
type = playsnd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001 
trigger1 = root,command = "start"
trigger1 = var(35) = 1
channel = 3
value = 4511,0
lowpriority = 1
Persistent = 30

[State 948496001, 追加コマンドDD]
type = PlaySnd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time >= 30 
trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 4 || var(40) = 5 || var(40) = 6
trigger1 = root,command = "holdfwd"
value = 4511, 1
Persistent = 30

[State 948496001, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time >= 30  
trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 4 || var(40) = 5 || var(40) = 6
trigger1 = root,command = "holdfwd"
var(40) = 1
Persistent = 30

[State 948496001, 追加コマンドDD]
type = PlaySnd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time >= 30 
trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4 || var(40) = 5 || var(40) = 6
trigger1 = root,command = "holdup"
value = 4511, 1
Persistent = 30

[State 948496001, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time >= 30 
trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4 || var(40) = 5 || var(40) = 6
trigger1 = root,command = "holdup"
var(40) = 2
Persistent = 30

[State 948496001, 追加コマンドDD]
type = PlaySnd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time >= 30  
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4 || var(40) = 5
trigger1 = root,command = "holdback"
value = 4511, 1
Persistent = 30

[State 948496001, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time >= 30  
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4 || var(40) = 5
trigger1 = root,command = "holdback"
var(40) = 6
Persistent = 30

[State 948496001, 追加コマンドDD]
type = PlaySnd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time >= 30 
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 || var(40) = 5  || var(40) = 4 || var(40) = 6
trigger1 = root,command = "holddown"
value = 4511, 1
Persistent = 30

[State 948496001, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time >= 30 
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 || var(40) = 5  || var(40) = 4 || var(40) = 6
trigger1 = root,command = "holddown"
var(40) = ifelse(var(40) = 4,5,4)
Persistent = 30


;速度設定
[State 948496001, 追加コマンドy]
type = VarSet
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = (root,time) > var(38)
trigger1 = root,command = "y"
trigger2 = root,command = "hold_y"
trigger3 = var(37) = [81,100+var(36)]
var(39) = 1

[State 948496001, 追加コマンドa]
type = VarSet
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time > var(38)
trigger1 = root,command = "a"
trigger2 = root,command = "hold_a"
trigger3 = var(37) = [61-var(36),80]
var(39) = 2

[State 948496001, 追加コマンドb]
type = VarSet
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time > var(38)
trigger1 = root,command = "b"
trigger2 = root,command = "hold_b"
trigger3 = var(37) = [20+var(36),60-var(36)]
var(39) = 3

[State 948496001, 追加コマンドc]
type = VarSet
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
triggerall = time > var(38)
trigger1 = root,command = "c"
trigger2 = root,command = "hold_c"
trigger3 = var(37) = [1,20+var(36)]
var(39) = 4

;----------------------------
;終了処理
;----------------------------
[State 3510, RemoveExplod]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496001
trigger1 = root,animtime >= -1
trigger2 = root,command = "z"
trigger3 = root,command = "hold_z"
var(40) = 0

;画面効果有無設定
[State 948496002, 追加コマンドs]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496002
trigger1 = root,command = "start"
var(35) = 1 - var(35)

[State 948496001, playsnd]
type = playsnd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496002
trigger1 = root,command = "start"
trigger1 = var(35) = 1
channel = 3
value = 4511,0
lowpriority = 1

;----------------------------
;終了処理
;----------------------------
;オート回数減少
[State 948496002, varadd]
type = varadd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496002
trigger1 = var(37) > 0
trigger1 = root,AnimElem = 2
var(37) = -1


;ランダム待機時間上限リセット
[State 948496001,VarSet]
type = Varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496002
trigger1 = root,animtime >= -1
trigger1 = var(33) != var(39)
var(34) = 5

;今回の速度を保管
[State 948496001,VarSet]
type = Varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496002
trigger1 = root,animtime >= -1
var(33) = var(39)

;速度リセット
[State 948496001,VarSet]
type = VarSet
triggerall = root,AILevel=0
triggerall = root,stateno = 948496002
trigger1 = root,animtime >= -1
var(39) = 0

;ランダム待機時間上限減少
[State 948496001,VarSet]
type = Varadd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496002
trigger1 = random%5 = 1
trigger1 = var(34) > 1
var(34) = -1

;----------------------------
;追加コマンド処理
;----------------------------
;画面効果有無設定
[State 948496005, 追加コマンドs]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,command = "start"
var(35) = 1 - var(35)
Persistent = 30

[State 948496001, playsnd]
type = playsnd
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,command = "start"
trigger1 = var(35) = 1
channel = 3
value = 4511,0
lowpriority = 1
Persistent = 30

;体位変更
[State 948496005, 変数変更]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,command = "holdfwd"
trigger1 = root,animtime >= -1
var(40) = 1


[State 948496005, 変数変更]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,command = "holdup"
trigger1 = root,animtime >= -1
var(40) = 2

[State 948496005, 変数変更]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,command = "holdback"
trigger1 = root,animtime >= -1
var(40) = 6

[State 948496005, 変数変更]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,command = "holddown"
trigger1 = root,animtime >= -1
var(40) = ifelse(var(40)=4,5,4)

;----------------------------
;終了処理
;----------------------------
;画面効果無し
[State 948496005, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,animtime >= -1
var(35) = 0

;速度リセット
[State 948496001,VarSet]
type = VarSet
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,animtime >= -1
var(39) = 0

;オート回数リセット
[State 948496001, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = var(37) > 0
trigger1 = root,animtime >= -1
var(36) = random%20

[State 948496001, varset]
type = varset
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = var(37) > 0
trigger1 = root,animtime >= -1
var(37) = 100+var(36)

;ランダム待機時間リセット
[State 948496001,VarSet]
type = VarSet
triggerall = root,AILevel=0
triggerall = root,stateno = 948496005
trigger1 = root,animtime >= -1
var(34) = 10

;オーガズムフラグ
[state 948496000]
type = Varadd
triggerall = var(4) < 5
triggerall = root,animtime >= -1
trigger1 = root,stateno = 948496005
trigger2 = root,stateno = 948496009
trigger3 = root,stateno = 948496013
trigger4 = root,stateno = 948496017
trigger5 = root,stateno = 948496021
trigger6 = root,stateno = 948496025
trigger7 = root,stateno = 948496029
var(4) = 1

[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = (root,StateNo != [948496000,948496029])
trigger2 = root,movetype != A
ID = 948494506
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = (root,StateNo != [948496000,948496029])
trigger2 = root,movetype != A
ignorehitpause = 1

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

;----------------------------------------------------------------------------
;前処理
;----------------------------------------------------------------------------
[Statedef 948496000]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
ctrl = 0

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 76427190, ヘルパー]
type=helper
triggerall = time = 0
trigger1=!NumHelper(948494502)
helpertype=normal
name="helper"
stateno=948494502
ID=948494502
PosType = P1
pos= 0,0
pausemovetime=2147483647
supermovetime=2147483647

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1



----------
;初期変数設定
;----------------------------


[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze



;----------------------------
;終了処理
;----------------------------
[State 948496000, TargetState]
type = TargetState
trigger1 = 1
value = 948496201

[State 948496000]
type = ChangeState
trigger1 = AILevel > 0
value = 948496006

[State 948496000]
type = ChangeState
trigger1 = 1
value = 948496001



;----------------------------------------------------------------------------
;プレイヤー側 待機
;----------------------------------------------------------------------------
[Statedef 948496001]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
ctrl = 0

;----------------------------
;まんぐり透過スイッチ
;----------------------------



;AI用
[State 948496001, AI時]
type = Trans
triggerall = AILevel > 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 948496001, 透過]
type = Trans
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120



[State 948496001, 不透過]
type = Trans
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = none

;----------------------------
;初期設定
;----------------------------
;ラウンド終了しない
[State 948496001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = Helper(948494502),var(40) = 6
flag  = NoShadow

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;----------------------------
;スプライト設定
;----------------------------
;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = time >= 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 948496000, TargetState]
type = TargetState
trigger1 = AILevel > 0
value = 948496201

[State 948496000]
type = ChangeState
trigger1 = AILevel > 0
value = 948496006


;体位ごとに必要なスプライトを表示
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 1
anim = 2224
ID = 2224
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 2
anim = 2249
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1




[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 3
anim = 2260
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1



[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 4
anim = 27230
ID = 27230
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
triggerall = NumExplod(27140)=0
triggerall = target(948494501),SelfAnimExist(37240)
trigger1 = Helper(948494502),var(40) = 5
anim = 27140
ID = 27140
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
triggerall = NumExplod(27140)=0
triggerall = target(948494501),SelfAnimExist(37240) = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 27150
ID = 27140
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11815)=0
trigger1 = Helper(948494502),var(40) = 6
anim = 11815
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 6
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11816)=0
triggerall = target(948494501),SelfAnimExist(180431) = 0
trigger1 = Helper(948494502),var(40) = 6
anim = 11806
ID = 11816
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = -10
bindtime = -1
removeongethit = 1



;----------------------------
;アニメ設定
;----------------------------
;体位ごとに表示優先度を設定
[State 948496001,ChangeAnim]
type = SprPriority
trigger1 = (Helper(948494502),var(40) = 1) || (Helper(948494502),var(40) = 4) || (Helper(948494502),var(40) = 6)
value = 3

[State 948496001,ChangeAnim]
type = SprPriority
trigger1 = (Helper(948494502),var(40) = 2) || (Helper(948494502),var(40) = 3)
value = 5

[State 948496001,ChangeAnim]
type = SprPriority
trigger1 = Helper(948494502),var(40) = 5
value = 1

;体位ごとに表示するアニメを設定
[State 948496001,ChangeAnim]
type = ChangeAnim
trigger1 = Helper(948494502),var(40) = 1
value = 3344

[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 1
anim = 3344
ID = 2224
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496001,ChangeAnim]
type = ChangeAnim
trigger1 = Helper(948494502),var(40) = 2
value = 2249

[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 2
anim = 2249
ID = 2249
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 948496001,ChangeAnim]
type = ChangeAnim
trigger1 = Helper(948494502),var(40) = 3
value = 2260


[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 3
anim = 2260
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = ModifyExplod
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
ID = 2249
trans = addalpha
alpha = 100,120

[State 6001,Explod]
type = ModifyExplod
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
ID = 2260
trans = addalpha
alpha = 100,120

[State 948496001,ChangeAnim]
type = ChangeAnim
trigger1 = Helper(948494502),var(40) = 4
value = 7230

[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 4
anim = 7230
ID = 27230
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496001,ChangeAnim]
type = ChangeAnim
triggerall = target(948494501),SelfAnimExist(37240)
trigger1 = Helper(948494502),var(40) = 5
value = 7140

[State 948496001,Explod]
type = Explod
triggerall = target(948494501),SelfAnimExist(37240)
trigger1 = Helper(948494502),var(40) = 5
anim = 7140
ID = 27140
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1
removeongethit = 1



[State 948496001,ChangeAnim]
type = ChangeAnim
triggerall = target(948494501),SelfAnimExist(37240) = 0
trigger1 = Helper(948494502),var(40) = 5
value = 7150

[State 948496001,Explod]
type = Explod
triggerall = target(948494501),SelfAnimExist(37240) = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 7150
ID = 27140
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1
removeongethit = 1

[State 948496001,ChangeAnim]
type = ChangeAnim
trigger1 = Helper(948494502),var(40) = 6
value = 11805

[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 6
anim = 11805
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

;体位ごとに表示する位置調整
[State 948496001,BindToTarget]
type = BindToTarget
triggerall = target(948494501),stateno != 948494505
trigger1 = Helper(948494502),var(40) = 1
id = -1
pos = 0, 20,food

[State 948496001,BindToTarget]
type = BindToTarget
triggerall = target(948494501),stateno != 948494505
trigger1 = Helper(948494502),var(40) = 2
id = -1
pos = 0, 24,food

[State 948496001,BindToTarget]
type = BindToTarget
triggerall = target(948494501),stateno != 948494505
trigger1 = Helper(948494502),var(40) = 3
id = -1
pos = -5, 35,food

[State 948496001,BindToTarget]
type = BindToTarget
triggerall = target(948494501),stateno != 948494505
trigger1 = Helper(948494502),var(40) = 4
id = -1
pos = 1, 23,food

[State 948496001,BindToTarget]
type = BindToTarget
triggerall = target(948494501),stateno != 948494505
triggerall = target(948494501),SelfAnimExist(37240)
trigger1 = Helper(948494502),var(40) = 5
id = -1
pos = 1, 17,food

[State 948496001,BindToTarget]
type = posset
triggerall = target(948494501),stateno != 948494505
triggerall = target(948494501),SelfAnimExist(37240) = 0
trigger1 = Helper(948494502),var(40) = 5
y = 17

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),stateno != 948494505
triggerall = target(948494501),SelfAnimExist(37240) = 0
trigger1 = Helper(948494502),var(40) = 5
pos = 1, -64


[State 948496001,BindToTarget]
type = posset
trigger1 = Helper(948494502),var(40) = 6
y = 0

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),stateno != 948494505
triggerall = target(948494501),SelfAnimExist(180431)
trigger1 = Helper(948494502),var(40) = 6
pos = 0, 0


[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),stateno != 948494505
triggerall = target(948494501),SelfAnimExist(180431) = 0
trigger1 = Helper(948494502),var(40) = 6
pos = 0, -43

;----------------------------
;追加コマンド処理
;----------------------------

[State 948496001, TargetState]
type = TargetState
triggerall = target(948494501),stateno != 948496201
trigger1 = Helper(948494502),var(40) = 1
value = 948496201



[State 948496001, TargetState]
type = TargetState
triggerall = target(948494501),stateno != 948496206
trigger1 = Helper(948494502),var(40) = 2
value = 948496206



[State 948496001, TargetState]
type = TargetState
triggerall = target(948494501),stateno != 948496211
trigger1 = Helper(948494502),var(40) = 3
value = 948496211



[State 948496001, TargetState]
type = TargetState
triggerall = target(948494501),stateno != 948496216
trigger1 = Helper(948494502),var(40) = 4
value = 948496216

[State 948496001, TargetState]
type = TargetState
triggerall = target(948494501),stateno != 948496221
trigger1 = Helper(948494502),var(40) = 5
value = 948496221

[State 948496001, TargetState]
type = TargetState
triggerall = target(948494501),stateno != 948496226
trigger1 = Helper(948494502),var(40) = 6
value = 948496226

;ステート移動
[State 948496001, TargetState]
type = TargetState
trigger1 = time > (Helper(948494502),var(38))
value = 948496195+((Helper(948494502),var(40))*5)+(1+(Helper(948494502),var(39)))

[State 948496001, ChangeState]
type = ChangeState
trigger1 = time > (Helper(948494502),var(38))
value = 948496000+1+(Helper(948494502),var(39))

;----------------------------
;画面効果処理
;----------------------------
;残像
[State 3510, AfterImage]
type = AfterImage
trigger1 = 1
time = -1*(Helper(948494502),var(35))

;----------------------------
;終了処理
;----------------------------


;スプライト消去
[State 3510, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "hold_z"



;ステート移動
[State 3510, TargetState]
type = TargetState
trigger1 = time > 0
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "hold_z"
value = 948494505

;縦位置初期化
[State 3510, ステート変更]
type = Posset
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "hold_z"
y = 0

[State 3510, ステート変更]
type = Posadd
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "hold_z"
x = -25


[State 3510, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "hold_z"
value = 0
ctrl = 1



;----------------------------------------------------------------------------
;プレイヤー側 ピストン
;----------------------------------------------------------------------------
[Statedef 948496002]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない

;----------------------------
;まんぐり透過スイッチ
;----------------------------




;AI用
[State 948496001, AI時]
type = Trans
triggerall = AILevel > 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 948496001, 透過]
type = Trans
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 948496001, 不透過]
type = Trans
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = none

;----------------------------
;初期設定
;----------------------------
;ラウンド終了しない、KOボイス(11,0)流れない、KO時にスローにならない
[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2 = nokoslow
;flag3 = nokosnd 

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = Helper(948494502),var(40) = 6
flag  = NoShadow

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 948496001,BindToTarget]
type = posset
triggerall = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39)))) = 0
trigger1 = Helper(948494502),var(40) = 5
y = 17

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39)))) = 0
trigger1 = Helper(948494502),var(40) = 5
pos = 1, -64

[State 948496001,BindToTarget]
type = posset
trigger1 = Helper(948494502),var(40) = 6
y = 0

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),SelfAnimExist((180430+(Helper(948494502),var(39))))
trigger1 = Helper(948494502),var(40) = 6
pos = 0, 0


;----------------------------
;スプライト設定
;----------------------------
;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

;体位ごとに必要なスプライトを表示
[State 948496002]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 1
anim = 2224+(Helper(948494502),var(39))
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1



[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 2
anim = 2249+(Helper(948494502),var(39))
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 3
anim = 2260+(Helper(948494502),var(39))
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496002]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 4
anim = 27230+(Helper(948494502),var(39))
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1


[State 948496002]
type = Explod
trigger1 = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39))))
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 27140+(Helper(948494502),var(39))
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 948496002]
type = Explod
trigger1 = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39)))) = 0
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 27150+(Helper(948494502),var(39))
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1


[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11815)=0
trigger1 = Helper(948494502),var(40) = 6
anim = 11810+(Helper(948494502),var(39))
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 6
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11816)=0
triggerall = target(948494501),SelfAnimExist((180430+(Helper(948494502),var(39)))) = 0
trigger1 = Helper(948494502),var(40) = 6
anim = 11806
ID = 11816
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = 33
sprpriority = -10
bindtime = -1
removeongethit = 1



[State 4612, Explod] ;飛沫
type = Explod
trigger1 = Helper(948494502),var(40) = 3
trigger1 = AnimElem = 3
anim = 18307
ID = 18307
pos = -3,-65
bindtime = 1
postype = p1
scale = 0.5, 0.5
sprpriority = 4
ontop = 0
removetime = 14
OwnPal = 1

[State 4614, Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 2
trigger1 = AnimElem = 4
anim = 12101
ID = 12101
pos = 0, -24
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 5
ontop = 0
removetime = 3
OwnPal = 1

[State 4614, Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 4
trigger1 = time = 0
anim = 11520+(Helper(948494502),var(39))
ID = 11521
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 6
ontop = 0
OwnPal = 1


[State 948496002]
type = Explod
;triggerall = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39))))
trigger1 = AnimElem = 3
trigger1 = Helper(948494502),var(40) = 5
anim = 12001;22124
pos = 1, -92-(4*(target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39))))=0))
postype = p1
scale = .83,.83
removetime = -2
sprpriority = 6
bindtime = -1
OwnPal = 1
Persistent = 12


;----------------------------
;アニメ設定
;----------------------------
;体位ごとに表示するアニメを設定
[State 948496002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 1
value = 3344+(Helper(948494502),var(39))

;体位ごとに必要なスプライトを表示
[State 948496002]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 1
anim = 3344+(Helper(948494502),var(39))
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 2
value = 2249+(Helper(948494502),var(39))

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 2
anim = 2249+(Helper(948494502),var(39))
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 3
value = 2260+(Helper(948494502),var(39))

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 3
anim = 2260+(Helper(948494502),var(39))
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = ModifyExplod
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
ID = 2249
trans = addalpha
alpha = 100,120

[State 6001,Explod]
type = ModifyExplod
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
ID = 2260
trans = addalpha
alpha = 100,120

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 4
value = 7230+(Helper(948494502),var(39))

[State 948496002]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 4
anim = 7230+(Helper(948494502),var(39))
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1

[State 948496002]
type = ChangeAnim
triggerall = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39))))
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
value = 7140+(Helper(948494502),var(39))

[State 948496002]
type = Explod
trigger1 = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39))))
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 7140+(Helper(948494502),var(39))
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1
removeongethit = 1


[State 948496002]
type = ChangeAnim
triggerall = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39))))=0
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
value = 7150+(Helper(948494502),var(39))

[State 948496002]
type = Explod
trigger1 = target(948494501),SelfAnimExist((37240+(Helper(948494502),var(39)))) = 0
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 7150+(Helper(948494502),var(39))
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1
removeongethit = 1

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 6
value = 11800+(Helper(948494502),var(39))

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 6
anim = 11800+(Helper(948494502),var(39))
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 810, TargetBind]
type = TargetBind
triggerall = target(948494501),SelfAnimExist((180430+(Helper(948494502),var(39)))) = 0
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElemNo(0)=1
pos = 0, -43

[State 810, TargetBind]
type = TargetBind
triggerall = target(948494501),SelfAnimExist((180430+(Helper(948494502),var(39)))) = 0
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 2 || AnimElem = 4
pos = 0, -38

[State 810, TargetBind]
type = TargetBind
triggerall = target(948494501),SelfAnimExist((180430+(Helper(948494502),var(39)))) = 0
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 3
pos = 0, -33

;----------------------------
;音声再生処理
;----------------------------
;効果音
[State 948496002, 1]
type = PlaySnd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 2
value = 8150, 3
channel = 12
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

[State 948496002, 1]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 3
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 3
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 3
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 3
value = 8150, 3
channel = 13
volume = 5000

[State -2, PlaySnd]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = target(948494501),SelfAnimExist(16000) = 0
trigger1 = animelem = 3
value = 4511, 21 + random%2


;----------------------------
;画面効果処理
;----------------------------
;残像
[State 948496002, AfterImage]
type = AfterImage
trigger1 = 1
time = -1*(Helper(948494502),var(35))

;土埃
[State 6100,MakeDust]
type = MakeDust
trigger1 = AnimElem = 2
trigger1 = Helper(948494502),var(40) = 0
trigger1 = Helper(948494502),var(35) = 1
pos = -20, -87
pos2 = -10, -47
spacing = 3

; 画面揺れ
[State 948496002,7]
type = EnvShake
trigger1 = AnimElem = 2
trigger1 = Helper(948494502),var(35) = 1
time = 10
freq = 180
ampl = -2

;----------------------------
;ステータス変更処理
;----------------------------
;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 200-((Helper(948494502),var(39))*30)

;----------------------------
;終了処理
;----------------------------

;ステート移動 待機に戻る
[State 3511, TargetState]
type = TargetState
trigger1 = time > 0
trigger1 = AnimTime = 0
value = 6196+((Helper(948494502),var(40))*5)

[State 3511, p1ステート変更]
type = ChangeState
trigger1 = time > 0
trigger1 = AnimTime = 0
value = 948496001

;----------------------------------------------------------------------------
;処理を[statedef 948496002]にまとめてるので移動のみ
;----------------------------------------------------------------------------
[Statedef 948496003]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない

[state 948496003]
type = changestate
trigger1 = time = 0
value = 948496002



;----------------------------------------------------------------------------
;処理を[statedef 948496002]にまとめてるので移動のみ
;----------------------------------------------------------------------------
[Statedef 948496004]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない

[state 948496004]
type = changestate
trigger1 = time = 0
value = 948496002



;----------------------------------------------------------------------------
;プレイヤー側 射精
;----------------------------------------------------------------------------
[Statedef 948496005]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない

;----------------------------
;まんぐり透過スイッチ
;----------------------------


;AI用
[State 948496001, AI時]
type = Trans
triggerall = AILevel > 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 948496001, 透過]
type = Trans
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 948496001, 不透過]
type = Trans
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = none

;----------------------------
;初期設定
;----------------------------
;ラウンド終了しない、KOボイス(11,0)流れない
[State 948496005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd 

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = Helper(948494502),var(40) = 6
flag  = NoShadow

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 948496001,BindToTarget]
type = posset
triggerall = target(948494501),SelfAnimExist(37244) = 0
trigger1 = Helper(948494502),var(40) = 5
y = 17

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),SelfAnimExist(37244) = 0
trigger1 = Helper(948494502),var(40) = 5
pos = 1, -64

[State 948496001,BindToTarget]
type = posset
trigger1 = Helper(948494502),var(40) = 6
y = 0

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),SelfAnimExist(180434)
trigger1 = Helper(948494502),var(40) = 6
pos = 0, 0

;----------------------------
;スプライト設定
;----------------------------
;スプライト消去
[State 948496005, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

;体位ごとに表示するスプライトを設定
;犬やられ
[State 948496005, Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 1
anim = 2228
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1



;まんぐりやられ
[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 2
anim = 2253
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

;スラピスやられ
[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 3
anim = 2264
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

;突き上げやられ
[State 948496005, Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 4
anim = 27234
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1


[State 948496005, Explod]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
trigger1 = Helper(948494502),var(40) = 5
anim = 18307
scale = .6, .6
pos = 1, -87-(12*(target(948494501),SelfAnimExist(37244) = 0))
postype = p1
removetime = -2
sprpriority = 2+(4*(target(948494501),SelfAnimExist(37244) = 0))
bindtime = 1
ownpal = 1


[State 948496005, Explod]
type = Explod
triggerall = target(948494501),SelfAnimExist(37244)
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
trigger1 = Helper(948494502),var(40) = 5
anim = 22124
scale = .7,.7
pos = 0, -33
postype = p1
removetime = -2
sprpriority = 3
bindtime = 1
ownpal = 1



[State 948496005, Explod]
type = Explod
triggerall = target(948494501),SelfAnimExist(37244)
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 27144
ID = 27240
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1

[State 948496005, Explod]
type = Explod
triggerall = target(948494501),SelfAnimExist(37244) = 0
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 27154
ID = 27240
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1

[State 4614, Explod]
type = Explod
triggerall = target(948494501),SelfAnimExist(37244) = 0
trigger1 = Helper(948494502),var(40) = 5
trigger1 = time = 0
anim = 11526
ID = 11525
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 6
ontop = 0
OwnPal = 1

[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11815)=0
trigger1 = Helper(948494502),var(40) = 6
anim = 11814
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 6
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11816)=0
triggerall = target(948494501),SelfAnimExist(180434) = 0
trigger1 = Helper(948494502),var(40) = 6
anim = 11806
ID = 11816
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = 250
sprpriority = -10
bindtime = -1
removeongethit = 1


[State 4612, Explod] ;飛沫
type = Explod
trigger1 = Helper(948494502),var(40) = 3
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 18307
ID = 18307
pos = -4,-60
bindtime = 1
postype = p1
scale = 0.5, 0.5
sprpriority = 5
ontop = 0
removetime = 14
OwnPal = 1

[State 4614, Explod] ;液大
type = Explod
trigger1 = Helper(948494502),var(40) = 3
trigger1 = AnimElem = 46
anim = 18308
ID = 18308
pos = -6, -60
;random = 2, 2
postype = p1
scale = 1.5, 1
sprpriority = 5
ontop = 0
removetime = -2
bindtime = 1
OwnPal = 1

[State 4614, Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 2
trigger1 = AnimElem = 43
anim = 12102
ID = 12102
pos = 0, -24
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 5
ontop = 0
removetime = 200
OwnPal = 1

[State 4614, Explod]
type = Explod
triggerall = Helper(948494502),var(40) = 2
trigger1 = animelem = 8 || animelem = 18
trigger2 = animelem = 26 || animelem = 34
trigger3 = animelem = 38 || animelem = 43
anim = 12103
ID = 12103
pos = 0, -24
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 5
ontop = 0
removetime = 20
OwnPal = 1

[State 4614, Explod]
type = Explod
trigger1 = Helper(948494502),var(40) = 4
trigger1 = time = 0
anim = 11525
ID = 11525
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 6
ontop = 0
OwnPal = 1


;----------------------------
;アニメ設定
;----------------------------
;体位ごとに表示するアニメを設定
[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 1
value = 3348

[State 948496005, Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 1
anim = 3348
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1

[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 2
value = 2253

;まんぐりやられ
[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 2
anim = 2253
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 3
value = 2264

;スラピスやられ
[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 3
anim = 2264
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = ModifyExplod
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
ID = 2249
trans = addalpha
alpha = 100,120

[State 6001,Explod]
type = ModifyExplod
triggerall = AILevel = 0
triggerall = Helper(948494502),Var(41) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
ID = 2260
trans = addalpha
alpha = 100,120

[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 4
value = 7234

;突き上げやられ
[State 948496005, Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 4
anim = 7234
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1

[State 948496005, ChangeAnim]
type = ChangeAnim
triggerall = target(948494501),SelfAnimExist(37244)
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
value = 7144

[State 948496005, Explod]
type = Explod
triggerall = target(948494501),SelfAnimExist(37244)
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 7144
ID = 27240
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1



[State 948496005, ChangeAnim]
type = ChangeAnim
triggerall = target(948494501),SelfAnimExist(37244) = 0
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
value = 7154

[State 948496005, Explod]
type = Explod
triggerall = target(948494501),SelfAnimExist(37244) = 0
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 5
anim = 7154
ID = 27240
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1

[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 6
value = 11804

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 6
anim = 11804
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),SelfAnimExist(180434) = 0
triggerall = Helper(948494502),var(40) = 6
trigger1 = time = [0,4]
trigger2 = AnimElem = 1 || AnimElem = 51
pos = 0, -43

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),SelfAnimExist(180434) = 0
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 2 || AnimElem = 18 || AnimElem = 34 || AnimElem = 50
pos = 0, -38

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),SelfAnimExist(180434) = 0
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 3 || AnimElem = 5 || AnimElem = 7
trigger2 = AnimElem = 10 || AnimElem = 12 || AnimElem = 15
trigger3 = AnimElem = 17 || AnimElem = 19 || AnimElem = 21
trigger4 = AnimElem = 23 || AnimElem = 26 || AnimElem = 28
trigger5 = AnimElem = 31 || AnimElem = 33 || AnimElem = 35
trigger6 = AnimElem = 37 || AnimElem = 39 || AnimElem = 42
trigger7 = AnimElem = 44 || AnimElem = 47 || AnimElem = 49
pos = 0, -33

[State 948496001,Targetbind]
type = Targetbind
triggerall = target(948494501),SelfAnimExist(180434) = 0
triggerall = Helper(948494502),var(40) = 6
trigger1 = AnimElem = 4 || AnimElem = 6 || AnimElem = 9
trigger2 = AnimElem = 11 || AnimElem = 14 || AnimElem = 16
trigger3 = AnimElem = 20 || AnimElem = 22 || AnimElem = 25
trigger4 = AnimElem = 27 || AnimElem = 30 || AnimElem = 32
trigger5 = AnimElem = 36 || AnimElem = 38 || AnimElem = 41
trigger6 = AnimElem = 43 || AnimElem = 46 || AnimElem = 48
pos = 1, -33

;----------------------------
;音声再生処理
;----------------------------
;効果音
[State 948496005, PlaySnd]
type = PlaySnd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 948496005, PlaySnd]
type = PlaySnd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 3
channel = 12

[State 948496005, PlaySnd]
type = PlaySnd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 4
channel = 13

[State -2, PlaySnd]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = 3652, 0
channel = 11


[State -2, PlaySnd]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = 4511,3
channel = 12

[State -2, PlaySnd]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = 4511,4
channel = 13

[State -2, PlaySnd]
type = PlaySnd
triggerall = Helper(948494502),var(40) = 6
trigger1 = Target,SelfAnimExist(16000) = 0
trigger1 = animelem = 3 || animelem =18 || animelem = 34
value = 4511, 23

;----------------------------
;画面効果処理
;----------------------------
;スーパーポーズ
[State 948496005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = Helper(948494502),var(35) = 1
triggerall = Helper(948494502),var(40) = 1
trigger1 = time = 0
time = 60
sound = F20,0
pos = -10,-47

[State 948496005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = Helper(948494502),var(35) = 1
triggerall = Helper(948494502),var(40) = 2
trigger1 = time = 0
time = 60
sound = F20,0
pos = 1,-45

[State 948496005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = Helper(948494502),var(35) = 1
triggerall = Helper(948494502),var(40) = 3
trigger1 = time = 0
time = 60
sound = F20,0
pos = -20,-55

[State 948496005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = Helper(948494502),var(35) = 1
triggerall = Helper(948494502),var(40) = 4
trigger1 = time = 0
time = 60
sound = F20,0
pos = 1,-45

[State 948496005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = Helper(948494502),var(35) = 1
triggerall = Helper(948494502),var(40) = 5
trigger1 = time = 0
time = 60
sound = F20,0
pos = 1,-86

[State 948496005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = Helper(948494502),var(35) = 1
triggerall = Helper(948494502),var(40) = 6
trigger1 = time = 0
time = 60
sound = F20,0
pos = 1,-35


;画面揺れ
[State 948496005, EnvShake]
type = EnvShake
triggerall = Helper(948494502),var(40) != 6
triggerall = command = "hold_c" ||  (Helper(948494502),var(35) = 1)
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
time = 10
freq = 180

;画面揺れ
[State 948496005, EnvShake]
type = EnvShake
triggerall = Helper(948494502),var(40) = 6
triggerall = command = "hold_c" ||  (Helper(948494502),var(35) = 1)
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
time = 10
freq = 180

;----------------------------
;ステータス変更処理
;----------------------------
;パワー増加
[State 948496005, PlaySnd]
type = PowerAdd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

[State 948496005, PlaySnd]
type = PowerAdd
triggerall = Helper(948494502),var(40) = 6
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = -1000

;ヒット数増加
[State 948496005, PlaySnd]
type = HitAdd
triggerall = Helper(948494502),var(40) != 6
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 948496005, PlaySnd]
type = HitAdd
triggerall = Helper(948494502),var(40) = 6
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = 1

;----------------------------
;追加コマンド処理
;----------------------------
[State 948496005, 掴む音]
type = PlaySnd
trigger1 = command = "holdfwd" || command = "holdback" ||command = "holdup" ||command = "holddown"
trigger1 = AnimTime = 0
persistent = 0
value = 4511, 1

;----------------------------
;終了処理
;----------------------------




;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
trigger1 = AnimTime = 0
value = 6196+((Helper(948494502),var(40))*5)

[State 948496005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 948496001




;----------------------------------------------------------------------------
;相手側 犬やられ 待機
;----------------------------------------------------------------------------
[Statedef 948496201]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
sprpriority = 4

;----------------------------
;初期設定
;----------------------------
[State 0, Width]
type = Width
trigger1 = 1
edge = 50,50

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496201, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180100) = 1
value = 180100

[State 948496201, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180100) = 0
value = 2234

;----------------------------
;追加コマンド処理
;----------------------------
;抵抗音声再生
[State 948496201,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 948496201,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1



;----------------------------------------------------------------------------
;相手側 犬やられ ピストン 速度1
;----------------------------------------------------------------------------
[Statedef 948496202]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180101) = 1
value = 180101

[State 948496202, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180101) = 0
value = 2235

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496202]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;喘ぎ音声再生 4218.100~114
[State 948496202, 悲鳴100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 948496202, 悲鳴100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 948496202, 悲鳴100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 948496202, 悲鳴100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 948496202, 悲鳴100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;喘ぎ音声再生 4218.21~22
[State 948496202, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496202, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -4
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 犬やられ ピストン 速度2
;----------------------------------------------------------------------------
[Statedef 948496203]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496203, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180102) = 1
value = 180102

[State 948496203, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180102) = 0
value = 2236

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496203]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.200~214
[State 948496203, 悲鳴200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 948496203, 悲鳴200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 948496203, 悲鳴200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 948496203, 悲鳴200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 948496203, 悲鳴200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496203, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496203, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
trigger1 = life > 10
value = -2
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 犬やられ ピストン 速度3
;----------------------------------------------------------------------------
[Statedef 948496204]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496204, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180103) = 1
value = 180103

[State 948496204, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180103) = 0
value = 2237

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496204]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.300~314
[State 948496204, 悲鳴300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 948496204, 悲鳴300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 948496204, 悲鳴300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 948496204, 悲鳴300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 948496204, 悲鳴300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496204, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496204, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;;trigger1 = life > 10
value = -1
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 犬やられ 射精
;----------------------------------------------------------------------------
[Statedef 948496205]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496204, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180104) = 1
value = 180104

[State 948496204, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180104) = 0
value = 2238

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496205]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 948496205]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 948496205, 悲鳴1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 948496205, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%3
channel = 30
lowpriority = 2

[State 948496205, 抵抗]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = -5
absolute = 1
kill = 0

[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 32
value = -5
absolute = 1
kill = 0

[State 5000846,悲鳴]
type = PlaySnd
trigger1 = AnimElem = 32
trigger1 = SelfAnimExist(3220023) = 1
trigger1 = life > 0
value = 40100, 23
channel = 30


;----------------------------------------------------------------------------
;相手側 まんぐり返し 待機
;----------------------------------------------------------------------------
[Statedef 948496206]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496206, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180110) = 1
value = 180110

[State 948496206, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180110) = 0
value = 12249

;----------------------------
;追加コマンド処理
;----------------------------
;抵抗音声再生
[State 948496206,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 948496206,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1



;----------------------------------------------------------------------------
;相手側 まんぐり返し ピストン 速度1
;----------------------------------------------------------------------------
[Statedef 948496207]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496207, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180111) = 1
value = 180111

[State 948496207, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180111) = 0
value = 12250


;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496207]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;喘ぎ音声再生 4218.100~114
[State 948496207, 悲鳴100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 948496207, 悲鳴100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 948496207, 悲鳴100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 948496207, 悲鳴100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 948496207, 悲鳴100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;喘ぎ音声再生 4218.21~22
[State 948496207, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -4
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 まんぐり返し ピストン 速度2
;----------------------------------------------------------------------------
[Statedef 948496208]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496208, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180112) = 1
value = 180112

[State 948496208, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180112) = 0
value = 12251


;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496208]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.200~214
[State 948496208, 悲鳴200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 948496208, 悲鳴200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 948496208, 悲鳴200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 948496208, 悲鳴200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 948496208, 悲鳴200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496208, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2


;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -2
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;相手側 まんぐり返し ピストン 速度3
;----------------------------------------------------------------------------
[Statedef 948496209]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496209, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180113) = 1
value = 180113

[State 948496209, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180113) = 0
value = 12252

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496209]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.300~314
[State 948496209, 悲鳴300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 948496209, 悲鳴300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 948496209, 悲鳴300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 948496209, 悲鳴300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 948496209, 悲鳴300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496209, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496209, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;;trigger1 = life > 10
value = -1
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 まんぐり返し 射精
;----------------------------------------------------------------------------
[Statedef 948496210]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496210, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180114) = 1
value = 180114

[State 948496210, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180114) = 0
value = 12253

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496210]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 948496210]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 948496210, 悲鳴1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 948496210, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%3
channel = 30
lowpriority = 2

[State 948496210, 抵抗]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------

;体力減少
[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = -5
absolute = 1
kill = 0

[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 32
value = -5
absolute = 1
kill = 0

[State 5000846,悲鳴]
type = PlaySnd
trigger1 = AnimElem = 32
trigger1 = SelfAnimExist(3220023) = 1
trigger1 = life > 0
value = 40100, 23
channel = 30

;----------------------------------------------------------------------------
;相手側 スラピス 待機
;----------------------------------------------------------------------------
[Statedef 948496211]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496211]
type = posset
Trigger1 = Time = 0
y = 0

;----------------------------
;アニメ設定
;----------------------------
[State 948496211, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180120) = 1
value = 180120

[State 948496211, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180120) = 0
value = 12260

;----------------------------
;追加コマンド処理
;----------------------------
;抵抗音声再生
[State 948496211,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 948496211,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1



;----------------------------------------------------------------------------
;相手側 スラピス ピストン 速度1
;----------------------------------------------------------------------------
[Statedef 948496212]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496212, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180121) = 1
value = 180121

[State 948496212, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180121) = 0
value = 12261

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496212]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;喘ぎ音声再生 4218.100~114
[State 948496212, 悲鳴100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 948496212, 悲鳴100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 948496212, 悲鳴100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 948496212, 悲鳴100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 948496212, 悲鳴100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;喘ぎ音声再生 4218.21~22
[State 948496212, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496212, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -4
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 スラピス ピストン 速度2
;----------------------------------------------------------------------------
[Statedef 948496213]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496213, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180122) = 1
value = 180122

[State 948496213, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180122) = 0
value = 12262

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496213]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.200~214
[State 948496213, 悲鳴200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 948496213, 悲鳴200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 948496213, 悲鳴200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 948496213, 悲鳴200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 948496213, 悲鳴200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496213, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496213, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
trigger1 = life > 10
value = -2
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 スラピス ピストン 速度3
;----------------------------------------------------------------------------
[Statedef 948496214]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496214, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180123) = 1
value = 180123

[State 948496214, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180123) = 0
value = 12263

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496214]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.300~314
[State 948496214, 悲鳴300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 948496214, 悲鳴300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 948496214, 悲鳴300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 948496214, 悲鳴300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 948496214, 悲鳴300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496214, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496214, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;;trigger1 = life > 10
value = -1
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 スラピス 射精
;----------------------------------------------------------------------------
[Statedef 948496215]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496215, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180124) = 1
value = 180124

[State 948496215, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180124) = 0
value = 12264

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496215]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 948496215]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 948496215, 悲鳴1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 948496215, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%3
channel = 30
lowpriority = 2

[State 948496215, 抵抗]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = -5
absolute = 1
kill = 0

[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 32
value = -5
absolute = 1
kill = 0

[State 5000846,悲鳴]
type = PlaySnd
trigger1 = AnimElem = 32
trigger1 = SelfAnimExist(3220023) = 1
trigger1 = life > 0
value = 40100, 23
channel = 30



;----------------------------------------------------------------------------
;相手側 突き上げ 待機
;----------------------------------------------------------------------------
[Statedef 948496216]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
Trigger1 = Time = 0
y = 0

;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180130) = 1
value = 180130

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180130) = 0
value = 17230

;----------------------------
;追加コマンド処理
;----------------------------
;抵抗音声再生
[State 948496216,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 948496216,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1



;----------------------------------------------------------------------------
;相手側 突き上げ ピストン 速度1
;----------------------------------------------------------------------------
[Statedef 948496217]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180131) = 1
value = 180131

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180131) = 0
value = 17231

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496217]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;喘ぎ音声再生 4218.100~114
[State 948496217, 悲鳴100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 948496217, 悲鳴100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 948496217, 悲鳴100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 948496217, 悲鳴100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 948496217, 悲鳴100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;喘ぎ音声再生 4218.21~22
[State 948496217, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496217, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -4
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 突き上げ ピストン 速度2
;----------------------------------------------------------------------------
[Statedef 948496218]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180132) = 1
value = 180132

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180132) = 0
value = 17232

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496218]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.200~214
[State 948496218, 悲鳴200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 948496218, 悲鳴200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 948496218, 悲鳴200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 948496218, 悲鳴200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 948496218, 悲鳴200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496218, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496203, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
trigger1 = life > 10
value = -2
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 突き上げ ピストン 速度3
;----------------------------------------------------------------------------
[Statedef 948496219]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180133) = 1
value = 180133

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180133) = 0
value = 17233

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496219]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.300~314
[State 948496219, 悲鳴300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 948496219, 悲鳴300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 948496219, 悲鳴300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 948496219, 悲鳴300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 948496219, 悲鳴300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496219, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496219, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;;trigger1 = life > 10
value = -1
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 突き上げ 射精
;----------------------------------------------------------------------------
[Statedef 948496220]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

;y軸リセット
[State 948496201]
type = posset
Trigger1 = Time = 0
y = 0

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806


;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180134) = 1
value = 180134

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180134) = 0
value = 17234

;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496220]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 948496220]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 948496220, 悲鳴1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 948496220, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%3
channel = 30
lowpriority = 2

[State 948496220, 抵抗]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = -5
absolute = 1
kill = 0

[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 32
value = -5
absolute = 1
kill = 0

[State 5000846,悲鳴]
type = PlaySnd
trigger1 = AnimElem = 32
trigger1 = SelfAnimExist(3220023) = 1
trigger1 = life > 0
value = 40100, 23
channel = 30

;----------------------------------------------------------------------------
;相手側 フルネルソン or 駅弁 待機
;----------------------------------------------------------------------------
[Statedef 948496221]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
sprpriority = 4

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(37240) = 0
value = 0
movecamera = 0,0

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(37240)
Trigger1 = Time = 0
y = 0


;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = enemynear,NumExplod(948494503)
triggerall = SelfAnimExist(37240)
triggerall = SelfAnimExist(37250)
Trigger1 = Time = 0
value = 37250

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37240)
triggerall = anim != 37250
Trigger1 = Time = 0
value = 37240

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37240) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180130) = 1
value = 180130

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(37240) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180130) = 0
value = 17230



;----------------------------
;追加コマンド処理
;----------------------------
;抵抗音声再生
[State 948496216,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 948496216,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1



;----------------------------------------------------------------------------
;相手側 フルネルソン or 駅弁 ピストン 速度1
;----------------------------------------------------------------------------
[Statedef 948496222]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(37241) = 0
value = 0
movecamera = 0,0
;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(37241)
Trigger1 = Time = 0
y = 0



;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = enemynear,NumExplod(948494503)
triggerall = SelfAnimExist(37241)
triggerall = SelfAnimExist(37251)
Trigger1 = Time = 0
value = 37251

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37241)
triggerall = anim != 37251
Trigger1 = Time = 0
value = 37241

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37241) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180131) = 1
value = 180131

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(37241) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180131) = 0
value = 17231



;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496217]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;喘ぎ音声再生 4218.100~114
[State 948496217, 悲鳴100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 948496217, 悲鳴100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 948496217, 悲鳴100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 948496217, 悲鳴100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 948496217, 悲鳴100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;喘ぎ音声再生 4218.21~22
[State 948496217, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496217, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -4
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 フルネルソン or 駅弁 ピストン 速度2
;----------------------------------------------------------------------------
[Statedef 948496223]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow


;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(37242) = 0
value = 0
movecamera = 0,0
;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(37242)
Trigger1 = Time = 0
y = 0



;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = enemynear,NumExplod(948494503)
triggerall = SelfAnimExist(37242)
triggerall = SelfAnimExist(37252)
Trigger1 = Time = 0
value = 37252


[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37242)
triggerall = anim != 37252
Trigger1 = Time = 0
value = 37242

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37242) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180132) = 1
value = 180132

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(37242) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180132) = 0
value = 17232


;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496218]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.200~214
[State 948496218, 悲鳴200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 948496218, 悲鳴200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 948496218, 悲鳴200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 948496218, 悲鳴200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 948496218, 悲鳴200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496218, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496203, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -2
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 フルネルソン or 駅弁 ピストン 速度3
;----------------------------------------------------------------------------
[Statedef 948496224]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow


;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(37243) = 0
value = 0
movecamera = 0,0

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(37243)
Trigger1 = Time = 0
y = 0



;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = enemynear,NumExplod(948494503)
triggerall = SelfAnimExist(37243)
triggerall = SelfAnimExist(37253)
Trigger1 = Time = 0
value = 37253

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37243)
triggerall = anim != 37253
Trigger1 = Time = 0
value = 37243

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37243) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180133) = 1
value = 180133

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(37243) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180133) = 0
value = 17233




;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496219]
type = StopSnd
trigger1 = time = 0
channel = 31

;音声再生 4218.300~314
[State 948496219, 悲鳴300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 948496219, 悲鳴300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 948496219, 悲鳴300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 948496219, 悲鳴300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 948496219, 悲鳴300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;音声再生 4218.21~22
[State 948496219, 悲鳴21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 2
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496219, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
value = -1
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;相手側 フルネルソン or 駅弁 射精
;----------------------------------------------------------------------------
[Statedef 948496225]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 4

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(37244) = 0
value = 0
movecamera = 0,0

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(37244)
Trigger1 = Time = 0
y = 0


;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = enemynear,NumExplod(948494503)
triggerall = SelfAnimExist(37244)
triggerall = SelfAnimExist(37254)
Trigger1 = Time = 0
value = 37254

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37244)
triggerall = anim != 37254
Trigger1 = Time = 0
value = 37244

[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(37244) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180134) = 1
value = 180134

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(37244) = 0
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180134) = 0
value = 17234



;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496220]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 948496220]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 948496220, 悲鳴1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 948496220, 悲鳴2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%3
channel = 30
lowpriority = 2

[State 948496220, 抵抗]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2

;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = -5
absolute = 1
kill = 0

[State 948496205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 32
value = -5
absolute = 1
kill = 0

[State 5000846,悲鳴]
type = PlaySnd
trigger1 = AnimElem = 32
trigger1 = SelfAnimExist(3220023) = 1
trigger1 = life > 0
value = 40100, 23
channel = 30

;----------------------------------------------------------------------------
;相手側 イラマチオ 待機
;----------------------------------------------------------------------------
[Statedef 948496226]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
velset = 0,0
sprpriority = ifelse(SelfAnimExist(180431)=1,1,-12)

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(180431) = 0
value = 0
movecamera = 0,0

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(180431)
Trigger1 = Time = 0
y = 0

;スプライトを消去
[State 948496211,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 22260



;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806
;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
trigger1 = SelfAnimExist(180431)
value = 180431

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
trigger1 = SelfAnimExist(180431) = 0
value = 11807

[State 11800];手前
type = Explod
triggerall = SelfAnimExist(180431)
trigger1 = SelfAnimExist(180436)
anim = 180436
ID = 11806
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
removetime = 1

;----------------------------
;追加コマンド処理
;----------------------------
;抵抗音声再生
[State 948496216,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 948496216,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1



;----------------------------------------------------------------------------
;相手側 イラマチオ ピストン 速度1
;----------------------------------------------------------------------------
[Statedef 948496227]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = ifelse(SelfAnimExist(180431)=1,1,-12)

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(180431) = 0
value = 0
movecamera = 0,0

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(180431)
Trigger1 = Time = 0
y = 0

;スプライトを消去
[State 948496211,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 22260




;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(180431)
Trigger1 = Time = 0
value = 180431

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(180431) = 0
Trigger1 = Time = 0
value = 11807

[State 11800];手前
type = Explod
triggerall = SelfAnimExist(180431)
triggerall = SelfAnimExist(180436)
Trigger1 = Time = 0
anim = 180436
ID = 11806
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
removetime = -1





;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496217]
type = StopSnd
trigger1 = time%32 = 16
channel = 31

[State -2, PlaySnd]
type = PlaySnd
triggerall = SelfAnimExist(16000) = 1
trigger1 = time%32 = 16 
value = 4228, 21 + random%3
channel = 30
lowpriority = 2



;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496217, LifeAdd]
type = LifeAdd
trigger1 = time%32 = 16 
value = -4
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;相手側 イラマチオ ピストン 速度2
;----------------------------------------------------------------------------
[Statedef 948496228]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = ifelse(SelfAnimExist(180432)=1,1,-12)

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(180432) = 0
value = 0
movecamera = 0,0

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(180432)
Trigger1 = Time = 0
y = 0

;スプライトを消去
[State 948496211,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 22260




;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(180432)
Trigger1 = Time = 0
value = 180432

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(180432) = 0
Trigger1 = Time = 0
value = 11807

[State 11800];手前
type = Explod
triggerall = SelfAnimExist(180432)
triggerall = SelfAnimExist(180437)
Trigger1 = Time = 0
anim = 180437
ID = 11806
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
removetime = -1





;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496217]
type = StopSnd
trigger1 = time%20 = 10
channel = 31

[State -2, PlaySnd]
type = PlaySnd
triggerall = SelfAnimExist(16000) = 1
trigger1 = time%20 = 10 
value = 4228, 21 + random%3
channel = 30
lowpriority = 2



;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496217, LifeAdd]
type = LifeAdd
trigger1 = time%20 = 10
value = -2
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;相手側 イラマチオ ピストン 速度3
;----------------------------------------------------------------------------
[Statedef 948496229]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = ifelse(SelfAnimExist(180433)=1,1,-12)

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(180433) = 0
value = 0
movecamera = 0,0

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(180433)
Trigger1 = Time = 0
y = 0

;スプライトを消去
[State 948496211,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 22260




;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(180433)
Trigger1 = Time = 0
value = 180433

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(180433) = 0
Trigger1 = Time = 0
value = 11807

[State 11800];手前
type = Explod
triggerall = SelfAnimExist(180433)
triggerall = SelfAnimExist(180438)
Trigger1 = Time = 0
anim = 180438
ID = 11806
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
removetime = -1





;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496217]
type = StopSnd
trigger1 = time%12 = 6
channel = 31

[State -2, PlaySnd]
type = PlaySnd
triggerall = SelfAnimExist(16000) = 1
trigger1 = time%12 = 6 
value = 4228, 21 + random%3
channel = 30
lowpriority = 2



;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496217, LifeAdd]
type = LifeAdd
trigger1 = time%12 = 6
value = -1
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;相手側 イラマチオ 射精
;----------------------------------------------------------------------------
[Statedef 948496230]
type = A		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = H	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = ifelse(SelfAnimExist(180434)=1,1,-12)

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze

[State 1816, カメラ固定]
type = ScreenBound
trigger1 = SelfAnimExist(180434) = 0
value = 0
movecamera = 0,0

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow

;----------------------------
;初期設定
;----------------------------
;y軸リセット
[State 948496216]
type = posset
triggerall = SelfAnimExist(180434)
Trigger1 = Time = 0
y = 0

;スプライトを消去
[State 948496211,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 22260




;スプライトを消去
[State 948496001,RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11806

;----------------------------
;アニメ設定
;----------------------------
[State 948496216, やられ側に専用air有り]
type = ChangeAnim
triggerall = SelfAnimExist(180434)
Trigger1 = Time = 0
value = 180434

[State 948496216, やられ側に専用airがない場合]
type = ChangeAnim2
triggerall = SelfAnimExist(180434) = 0
Trigger1 = Time = 0
value = 11807

[State 11800];手前
type = Explod
triggerall = SelfAnimExist(180434)
triggerall = SelfAnimExist(180439)
Trigger1 = Time = 0
anim = 180439
ID = 11806
postype = p1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
removetime = -1



;----------------------------
;音声再生処理
;----------------------------
;抵抗音声停止
[State 948496220]
type = StopSnd
trigger1 = time = 0
channel = 31

[State -2, PlaySnd]
type = PlaySnd
triggerall = SelfAnimExist(16000) = 1
trigger1 = time = 10 || time = 58 || time = 111
value = 4228, 23
channel = 30
lowpriority = 2



;----------------------------
;ステータス変更処理
;----------------------------
;体力減少
[State 948496220, LifeAdd]
type = LifeAdd
trigger1 = time = 10 || time = 58 || time = 111
value = -5
absolute = 1
kill = 0


[State 948496220, LifeAdd]
type = LifeAdd
trigger1 = time = 111
value = -10
absolute = 1
kill = 0





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

;バオ技AI用

;----------------------------------------------------------------------------
;AI犬
;----------------------------------------------------------------------------
[Statedef 948496006]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496202

;体位ごとに表示する位置調整
[State 948496001,BindToTarget]
type = BindToTarget
trigger1 = time = 0 
id = -1
pos = 0, 20,food

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

;体位ごとに必要なスプライトを表示
[State 948496002]
type = Explod
trigger1 = time = 0
anim = 2225
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1



;体位ごとに表示するアニメを設定
[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 3345

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 3345
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 948496007

;----------------------------------------------------------------------------
[Statedef 948496007]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496203

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

;体位ごとに必要なスプライトを表示
[State 948496002]
type = Explod
trigger1 = time = 0
anim = 2226
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

;体位ごとに表示するアニメを設定
[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 3346

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 3346
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 140

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 948496008

;----------------------------------------------------------------------------
[Statedef 948496008]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496204

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

;体位ごとに必要なスプライトを表示
[State 948496002]
type = Explod
trigger1 = time = 0
anim = 2227
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

;体位ごとに表示するアニメを設定
[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 3347

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 3347
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 110

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 948496009

;----------------------------------------------------------------------------
[Statedef 948496009]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496005, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1


[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496205

;ラウンド終了しない、KOボイス(11,0)流れない
[State 948496005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd 

;体位ごとに表示するスプライトを設定
;犬やられ
[State 948496005, Explod]
type = Explod
trigger1 = time = 0
anim = 2228
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
ID = 2228



;体位ごとに表示するアニメを設定
[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 3348

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 3348
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1

;効果音
[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 3
channel = 12

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 4
channel = 13


;パワー増加
[State 948496005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;ヒット数増加
[State 948496005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1



;ステート変更 終了
[State 948496005, TargetState]
type = TargetState
triggerall = AnimTime = 0
trigger1= Random < 120
value = 948494505

;スプライト消去
[State 948496005, RemoveExplod]
type = RemoveExplod
trigger1 = Target,stateno = 948494505

[State 220, Position]
type = PosSet
trigger1 = Target,stateno = 948494505
y = 0

[State 220, Position]
type = Posadd
trigger1 = Target,stateno = 948494505
x = -25

[State 948496005, ChangeState]
type = ChangeState
trigger1 = Target,stateno = 948494505
value = 0
ctrl = 1

[State 948496005, 掴む音]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 4511, 1

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 = AnimTime = 0
value = 948496226

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 =  AnimTime = 0
value = 948496026

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 948496206

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 948496010

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 948496216

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 948496018

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 = AnimTime = 0
value = 948496221

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 =  AnimTime = 0
value = 948496022





;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
trigger1 = AnimTime = 0
value = 948496201

[State 948496005, ChangeState]
type = ChangeState
trigger1 =  AnimTime = 0
value = 948496006


;----------------------------------------------------------------------------
;AIマングリ
;----------------------------------------------------------------------------
[Statedef 948496010]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 5

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496207

[State 948496001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = 0, 24,food

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2250
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2250
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12101
ID = 12101
pos = 0, -24
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 5
ontop = 0
removetime = 3

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 2250



;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 948496011

;----------------------------------------------------------------------------
[Statedef 948496011]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 5

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496208

[State 948496001, 透過]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2251
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2251
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = ModifyExplod
trigger1 = 1
ID = 2249
trans = addalpha
alpha = 100,120



[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12101
ID = 12101
pos = 0, -24
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 5
ontop = 0
removetime = 3

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 2251



;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 140

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 948496012

;----------------------------------------------------------------------------
[Statedef 948496012]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 5

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496209

[State 948496001, 透過]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2252
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2252
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = ModifyExplod
trigger1 = 1
ID = 2249
trans = addalpha
alpha = 100,120

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 12101
ID = 12101
pos = 0, -24
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 5
ontop = 0
removetime = 3

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 2252


;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 110

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 948496013

;----------------------------------------------------------------------------
[Statedef 948496013]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 5

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496210

[State 948496001, 透過]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

;ラウンド終了しない、KOボイス(11,0)流れない
[State 948496005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd 

;まんぐりやられ
[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2253
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1
ID = 2253

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2253
ID = 2249
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = ModifyExplod
trigger1 = 1
ID = 2249
trans = addalpha
alpha = 100,120

[State 4614, Explod]
type = Explod
trigger1 = AnimElem = 43
anim = 12102
ID = 12102
pos = 0, -24
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 5
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 = 12103
ID = 12103
pos = 0, -24
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 5
ontop = 0
removetime = 20

[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 2253

;効果音
[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 3
channel = 12

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 4
channel = 13

;パワー増加
[State 948496005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;ヒット数増加
[State 948496005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1



;ステート変更 終了
[State 948496005, TargetState]
type = TargetState
triggerall = AnimTime = 0
trigger1= Random < 120
value = 948494505

;スプライト消去
[State 948496005, RemoveExplod]
type = RemoveExplod
trigger1 = Target,stateno = 948494505

[State 220, Position]
type = PosSet
trigger1 = Target,stateno = 948494505
y = 0

[State 220, Position]
type = Posadd
trigger1 = Target,stateno = 948494505
x = -25

[State 948496005, ChangeState]
type = ChangeState
trigger1 = Target,stateno = 948494505
value = 0
ctrl = 1

[State 948496005, 掴む音]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 4511, 1


;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 948496216

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 948496018

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 = AnimTime = 0
value = 948496221

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 =  AnimTime = 0
value = 948496022





;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 = AnimTime = 0
value = 948496201

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 =  AnimTime = 0
value = 948496006

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 = AnimTime = 0
value = 948496226

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 =  AnimTime = 0
value = 948496026

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 948496206

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 948496010

;----------------------------------------------------------------------------
;AIスラスピ
;----------------------------------------------------------------------------
[Statedef 948496014]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 5

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496212

[State 948496001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = -5, 35,food

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2261
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 4612, Explod] ;飛沫
type = Explod
trigger1 = AnimElem = 3
anim = 18307
ID = 18307
pos = -3,-65
bindtime = 1
postype = p1
scale = 0.5, 0.5
sprpriority = 4
ontop = 0
removetime = 14

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 2261

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2261
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1



;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 948496015

;----------------------------------------------------------------------------
[Statedef 948496015]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 5

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496213

[State 948496001, 透過]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

[State 948496001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = -5, 35,food

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2262
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 4612, Explod] ;飛沫
type = Explod
trigger1 = AnimElem = 3
anim = 18307
ID = 18307
pos = -3,-65
bindtime = 1
postype = p1
scale = 0.5, 0.5
sprpriority = 4
ontop = 0
removetime = 14

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 2262

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2262
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1


[State 6001,Explod]
type = ModifyExplod
trigger1 = 1
ID = 2260
trans = addalpha
alpha = 100,120

;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 140

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 948496016

;----------------------------------------------------------------------------
[Statedef 948496016]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 5

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496214

[State 948496001, 透過]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

[State 948496001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = -5, 35,food

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2263
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 4612, Explod] ;飛沫
type = Explod
trigger1 = AnimElem = 3
anim = 18307
ID = 18307
pos = -3,-65
bindtime = 1
postype = p1
scale = 0.5, 0.5
sprpriority = 4
ontop = 0
removetime = 14

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 2263

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2263
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1


[State 6001,Explod]
type = ModifyExplod
trigger1 = 1
ID = 2260
trans = addalpha
alpha = 100,120

;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 110

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 948496017

;----------------------------------------------------------------------------
[Statedef 948496017]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 5

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496215

[State 948496001, 透過]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

;ラウンド終了しない、KOボイス(11,0)流れない
[State 948496005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd 

;スラピスやられ
[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2264
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1
ID = 2264

[State 4612, Explod] ;飛沫
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 18307
ID = 18307
pos = -4,-65
bindtime = 1
postype = p1
scale = 0.5, 0.5
sprpriority = 5
ontop = 0
removetime = 14

[State 4614, Explod] ;液大
type = Explod
trigger1 = AnimElem = 46
anim = 18308
ID = 18308
pos = -6, -65
;random = 2, 2
postype = p1
scale = 1.5, 1
sprpriority = 5
ontop = 0
removetime = 840
bindtime = 1

[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 2264

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 2264
ID = 2260
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = ModifyExplod
trigger1 = 1
ID = 2260
trans = addalpha
alpha = 100,120

;効果音
[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 3
channel = 12

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 4
channel = 13

;パワー増加
[State 948496005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;ヒット数増加
[State 948496005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1



;ステート変更 終了
[State 948496005, TargetState]
type = TargetState
triggerall = AnimTime = 0
trigger1= Random < 120
value = 948494505

;スプライト消去
[State 948496005, RemoveExplod]
type = RemoveExplod
trigger1 = Target,stateno = 948494505

[State 220, Position]
type = PosSet
trigger1 = Target,stateno = 948494505
y = 0

[State 220, Position]
type = Posadd
trigger1 = Target,stateno = 948494505
x = -25

[State 948496005, ChangeState]
type = ChangeState
trigger1 = Target,stateno = 948494505
value = 0
ctrl = 1

[State 948496005, 掴む音]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 4511, 1

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 = AnimTime = 0
value = 948496201

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 =  AnimTime = 0
value = 948496006

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 = AnimTime = 0
value = 948496226

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 =  AnimTime = 0
value = 948496026

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 948496206

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 948496010

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 948496216

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 948496018

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 = AnimTime = 0
value = 948496221

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 =  AnimTime = 0
value = 948496022





;----------------------------------------------------------------------------
;AI突き上げ
;----------------------------------------------------------------------------
[Statedef 948496018]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496217

[State 948496001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = 1, 23,food

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 27231
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

[State 4614, Explod]
type = Explod
trigger1 = time = 0
anim = 11521
ID = 11521
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 6
ontop = 0

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 7231

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 7231
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1

;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 948496019

;----------------------------------------------------------------------------
[Statedef 948496019]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496218

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 27232
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

[State 4614, Explod]
type = Explod
trigger1 = time = 0
anim = 11522
ID = 11522
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 6
ontop = 0

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 7232

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 7232
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1

;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 140

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 948496020

;----------------------------------------------------------------------------
[Statedef 948496020]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496219

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 27233
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

[State 4614, Explod]
type = Explod
trigger1 = time = 0
anim = 11523
ID = 11523
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 6
ontop = 0

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 7233

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 7233
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1

;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%20 = 0
value = 4511, 2
channel = 3
lowpriority = 1

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 110

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 948496021

;----------------------------------------------------------------------------
[Statedef 948496021]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496220

;ラウンド終了しない、KOボイス(11,0)流れない
[State 948496005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd

;突き上げやられ
[State 948496005, Explod]
type = Explod
trigger1 = time = 0
anim = 27234
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
ID = 27234

[State 4614, Explod]
type = Explod
trigger1 = time = 0
anim = 11525
ID = 11525
pos = 0, 0
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 6
ontop = 0

[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 7234

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 7234
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1

;効果音
[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 3
channel = 12

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 4
channel = 13

;パワー増加
[State 948496005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;ヒット数増加
[State 948496005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1



;ステート変更 終了
[State 948496005, TargetState]
type = TargetState
triggerall = AnimTime = 0
trigger1= Random < 120
value = 948494505

;スプライト消去
[State 948496005, RemoveExplod]
type = RemoveExplod
trigger1 = Target,stateno = 948494505

[State 220, Position]
type = PosSet
trigger1 = Target,stateno = 948494505
y = 0

[State 220, Position]
type = Posadd
trigger1 = Target,stateno = 948494505
x = -25

[State 948496005, ChangeState]
type = ChangeState
trigger1 = Target,stateno = 948494505
value = 0
ctrl = 1


[State 948496005, 掴む音]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 4511, 1

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 = AnimTime = 0
value = 948496221

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 =  AnimTime = 0
value = 948496022

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 948496216

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 948496018



;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 = AnimTime = 0
value = 948496201

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 =  AnimTime = 0
value = 948496006

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 = AnimTime = 0
value = 948496226

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 =  AnimTime = 0
value = 948496026

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 948496206

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 948496010




;----------------------------------------------------------------------------
;AIフルネルソン
;----------------------------------------------------------------------------
[Statedef 948496022]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 1

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 7141

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 948496001, 不透過]
type = Trans
trigger1 = 1
trans = none


;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496222

[State 948496001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = 1, 17,food


[State 948496002]
type = Explod
trigger1 = time = 0
anim = 27141
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
ID = 27141

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 7141
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 1
bindtime = -1
removeongethit = 1
ID = 27141

[State 948496002]
type = Explod
trigger1 = AnimElem = 3
anim = 12001
pos = 1, -92
postype = p1
scale = .83,.83
removetime = -2
sprpriority = 6
bindtime = -1
OwnPal = 1
Persistent = 12




;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%4 = 0
value = 4511, 2
channel = 3
lowpriority = 1
Persistent = 20

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 948496023

;----------------------------------------------------------------------------
[Statedef 948496023]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 1

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 7142

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 948496001, 不透過]
type = Trans
trigger1 = 1
trans = none


;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496223




[State 948496002]
type = Explod
trigger1 = time = 0
anim = 27142
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
ID = 27141

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 7142
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 1
bindtime = -1
removeongethit = 1
ID = 27141

[State 948496002]
type = Explod
trigger1 = AnimElem = 3
anim = 12001
pos = 1, -92
postype = p1
scale = .83,.83
removetime = -2
sprpriority = 6
bindtime = -1
OwnPal = 1
Persistent = 12




;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%4 = 0
value = 4511, 2
channel = 3
lowpriority = 1
Persistent = 20

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 948496024

;----------------------------------------------------------------------------
[Statedef 948496024]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 1

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 7143

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 948496001, 不透過]
type = Trans
trigger1 = 1
trans = none


;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496224




[State 948496002]
type = Explod
trigger1 = time = 0
anim = 27143
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
ID = 27141

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 7143
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 1
bindtime = -1
removeongethit = 1
ID = 27141

[State 948496002]
type = Explod
trigger1 = AnimElem = 3
anim = 12001
pos = 1, -92
postype = p1
scale = .83,.83
removetime = -2
sprpriority = 6
bindtime = -1
OwnPal = 1
Persistent = 12




;効果音
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;プレイヤー音声
[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%4 = 0
value = 4511, 2
channel = 3
lowpriority = 1
Persistent = 20

;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 948496025

;----------------------------------------------------------------------------
[Statedef  948496025]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 1

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 948496001, 不透過]
type = Trans
trigger1 = 1
trans = none


;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496225

;ラウンド終了しない、KOボイス(11,0)流れない
[State 948496005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd

;突き上げやられ
[State 948496005, Explod]
type = Explod
trigger1 = time = 0
anim = 27144
pos = 0, 0
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
ID = 27234

[State 948496002]
type = Explod
trigger1 = time = 0
anim = 7144
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 1
bindtime = -1
removeongethit = 1
ID = 27141

[State 948496005, Explod]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 18307
scale = .6, .6
pos = 1, -87
postype = p1
removetime = -2
sprpriority = 2
bindtime = 1
ownpal = 1

[State 948496005, Explod]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 22124
scale = .7,.7
pos = 0, -33
postype = p1
removetime = -2
sprpriority = 3
bindtime = 1
ownpal = 1

[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 7144

;効果音
[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 3
channel = 12

[State 948496005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4511, 4
channel = 13

;パワー増加
[State 948496005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;ヒット数増加
[State 948496005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1



;ステート変更 終了
[State 948496005, TargetState]
type = TargetState
triggerall = AnimTime = 0
trigger1= Random < 120
value = 948494505

;スプライト消去
[State 948496005, RemoveExplod]
type = RemoveExplod
trigger1 = Target,stateno = 948494505

[State 220, Position]
type = PosSet
trigger1 = Target,stateno = 948494505
y = 0

[State 220, Position]
type = Posadd
trigger1 = Target,stateno = 948494505
x = -25

[State 948496005, ChangeState]
type = ChangeState
trigger1 = Target,stateno = 948494505
value = 0
ctrl = 1


[State 948496005, 掴む音]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 4511, 1





;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 = AnimTime = 0
value = 948496201

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 =  AnimTime = 0
value = 948496006

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 = AnimTime = 0
value = 948496226

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 =  AnimTime = 0
value = 948496026

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 948496206

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 948496010

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 948496216

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 948496018

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 = AnimTime = 0
value = 948496221

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 =  AnimTime = 0
value = 948496022

;----------------------------------------------------------------------------
;AIイマラチオ
;----------------------------------------------------------------------------
[Statedef 948496026]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 11801

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 948496001, 不透過]
type = Trans
trigger1 = 1
trans = none

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow


;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496227


[State 948496001,BindToTarget]
type = posset
trigger1 = time = 0
y = 0

[State 948496001,Targetbind]
type = Targetbind
trigger1 = time = 0
pos = 0, 0


[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11815)=0
trigger1 = time = 0
anim = 11811
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 6
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 11801
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 3
channel = 13
volume = 5000

[State -2, PlaySnd]
type = PlaySnd
trigger1 = target(948494501),SelfAnimExist(16000) = 0
trigger1 = animelem = 3
value = 4511, 21 + random%2


;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 64
value = 948496027

;----------------------------------------------------------------------------
[Statedef 948496027]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 11802

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 948496001, 不透過]
type = Trans
trigger1 = 1
trans = none

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow


;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496228


[State 948496001,BindToTarget]
type = posset
trigger1 = time = 0
y = 0

[State 948496001,Targetbind]
type = Targetbind
trigger1 = time = 0
pos = 0, 0


[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11815)=0
trigger1 = time = 0
anim = 11812
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 6
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 11802
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 3
channel = 13
volume = 5000

[State -2, PlaySnd]
type = PlaySnd
trigger1 = target(948494501),SelfAnimExist(16000) = 0
trigger1 = animelem = 3
value = 4511, 21 + random%2


;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 120
value = 948496028

;----------------------------------------------------------------------------
[Statedef 948496028]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 948496002]
type = ChangeAnim
trigger1 = time = 0
value = 11803

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 948496001, 不透過]
type = Trans
trigger1 = 1
trans = none

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow


;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496229


[State 948496001,BindToTarget]
type = posset
trigger1 = time = 0
y = 0

[State 948496001,Targetbind]
type = Targetbind
trigger1 = time = 0
pos = 0, 0


[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11815)=0
trigger1 = time = 0
anim = 11813
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 6
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 11803
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -1
sprpriority = 3
bindtime = -1
removeongethit = 1

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 0
channel = 10
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 1
channel = 11
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 2
channel = 12
volume = 5000

[State 948496002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8150, 3
channel = 13
volume = 5000

[State -2, PlaySnd]
type = PlaySnd
trigger1 = target(948494501),SelfAnimExist(16000) = 0
trigger1 = animelem = 3
value = 4511, 21 + random%2


;ヒット数
[State 948496002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;パワー増加
[State 948496002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 132
value = 948496029

;----------------------------------------------------------------------------
[Statedef  948496029]
type = S		; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒
movetype = A	; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない
physics = N		; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない
sprpriority = 3

[State 948496002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

;スプライト消去
[State 948496002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 948496001, 不透過]
type = Trans
trigger1 = 1
trans = none

[State -2,AssertSpecial]
type = AssertSpecial 
trigger1 = 1
flag  = NoShadow


;オーガズムフラグ
[State 948496001,Explod]
type = Explod
trigger1 = Helper(948494502),var(4) >= 5
trigger1 = NumExplod(948494503)=0
anim = 948494504
ID = 948494503
pos = 0, 0
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1
removeongethit = 1
OwnPal = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 948496230

;ラウンド終了しない、KOボイス(11,0)流れない
[State 948496005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd

[State 948496001,Explod]
type = Explod
triggerall = NumExplod(11815)=0
trigger1 = time = 0
anim = 11814
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 6
bindtime = -1
removeongethit = 1

[State 948496001,Explod]
type = Explod
trigger1 = time = 0
anim = 11804
ID = 11815
scale = 1, 1
pos = 0, 0
ontop = 0
postype = p1
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1


[State 948496005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 11804

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = 3652, 0
channel = 11


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = 4511,3
channel = 12


[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = 4511,4
channel = 13

[State -2, PlaySnd]
type = PlaySnd
trigger1 = Target,SelfAnimExist(16000) = 0
trigger1 = animelem = 3 || animelem =18 || animelem = 34
value = 4511, 23



;パワー増加
[State 948496005, PlaySnd]
type = PowerAdd
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = -1000

;ヒット数増加
[State 948496005, PlaySnd]
type = HitAdd
trigger1 = animelem = 3 || animelem =18
trigger2 = animelem = 34
value = 1




;ステート変更 終了
[State 948496005, TargetState]
type = TargetState
triggerall = AnimTime = 0
trigger1= Random < 120
value = 948494505

;スプライト消去
[State 948496005, RemoveExplod]
type = RemoveExplod
trigger1 = Target,stateno = 948494505

[State 220, Position]
type = PosSet
trigger1 = Target,stateno = 948494505
y = 0

[State 220, Position]
type = Posadd
trigger1 = Target,stateno = 948494505
x = -25

[State 948496005, ChangeState]
type = ChangeState
trigger1 = Target,stateno = 948494505
value = 0
ctrl = 1


[State 948496005, 掴む音]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 4511, 1


;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 948496206

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 948496010

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 948496216

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 948496018

;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 = AnimTime = 0
value = 948496221

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(37240) = 1
trigger1 =  AnimTime = 0
value = 948496022



;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 = AnimTime = 0
value = 948496201

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 =  AnimTime = 0
value = 948496006


;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 = AnimTime = 0
value = 948496226

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180431) = 1
trigger1 =  AnimTime = 0
value = 948496026