;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 = null;Explod
trigger1 = time = 0
trigger1 = NumExplod(948494506)=0
anim = 0
ID = 948494506
pos = -25, 0
postype = p1
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) = 3 || var(40) = 6
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) = 3 || var(40) = 6
trigger1 = root,command = "holdback"
var(40) = 5
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) = 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) = 6
trigger1 = root,command = "holddown"
var(40) = 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) = 5

[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) = 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

;----------------------------
;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
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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,ChangeAnim]
type = ChangeAnim
trigger1 = Helper(948494502),var(40) = 2
value = 2249

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

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

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

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

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

;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 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
scale = Const(size.xscale),Const(size.yscale)
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))
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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))
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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))

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

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

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

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

[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 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
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = Helper(948494502),var(40) = 2
value = 2253

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

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

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

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

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

[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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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

;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


;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


;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

;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 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 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 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
scale = Const(size.xscale),Const(size.yscale)
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, 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 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
scale = Const(size.xscale),Const(size.yscale)
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, 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 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
scale = Const(size.xscale),Const(size.yscale)
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, 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

;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
scale = Const(size.xscale),Const(size.yscale)
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

;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(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

;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
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 3
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

;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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 3
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 = 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

;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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 3
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 = 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

;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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
removetime = -2
sprpriority = 3
bindtime = -1
removeongethit = 1
ID = 2253

[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(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

;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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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

;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

;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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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

;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

;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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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

;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

;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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
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

;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


;ステート変更 待機状態
[State 948496005, TargetState]
type = TargetState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 = AnimTime = 0
value = 948496211

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 =  AnimTime = 0
value = 948496014


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

;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
scale = Const(size.xscale),Const(size.yscale)
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

;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

;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
scale = Const(size.xscale),Const(size.yscale)
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

;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

;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
scale = Const(size.xscale),Const(size.yscale)
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

;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

;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
scale = Const(size.xscale),Const(size.yscale)
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

;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(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]
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
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 5
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]
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
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 5
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]
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
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 5
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

;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
scale = Const(size.xscale),Const(size.yscale)
removetime = -2
sprpriority = 5
bindtime = -1
ID = 27234

[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(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]
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 6
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]
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 6
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]
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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
removetime = -1
sprpriority = 6
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

;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
pos = 0, 0
ontop = 0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
removetime = -2
sprpriority = 6
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(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 = AnimTime = 0
value = 948496211

[State 948496005, ChangeState]
type = ChangeState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 =  AnimTime = 0
value = 948496014

;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