;======================================================================================
;======================================================================================
[StateDef 800]
type = S
movetype = A
physics = S
juggle = 1
velset = 0,0
anim = 200
ctrl = 0
sprpriority = 999999999999999

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 20000
id = 20000
sprpriority = -4
postype = p1
pos = 43,-51
bindtime = -1
ontop = 1
supermove = 1
under = 0
removetime = -2
ownpal = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 200, 音を鳴らす]
type = Velset
trigger1 = Animelem = 3
x = 25

[state 200]
type = Explod
trigger1 = Animelem = 3
anim = 20050
ID = 200
postype = p1
pos = 78,-59
sprpriority = 7
ontop = 1
removetime = 46
bindtime = 1
scale = 0.5,0.5
supermovetime = 9999999999
pausemovetime = 9999999999

[state 200]
type = Explod
trigger1 = Animelem = 3
anim = 20050
ID = 200
postype = p1
pos = 148,-59
sprpriority = 7
ontop = 1
removetime = 46
bindtime = 1
scale = 0.8,0.8
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 3
anim=15002
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos = 78,-59
ownpal=1
scale = 1.4,1.4
removetime = -2
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 3
anim=15002
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos = 148,-59
ownpal=1
scale = 1.8,1.8
removetime = -2
pausemovetime=300
supermovetime=300

[State 1100, 5]
type = Projectile
trigger1 = Animelem = 3
attr = A, NA
damage = 1+random%50,2
projremovetime = 1
animtype = Heavy
getpower = 0
givepower = 0
projid = 35600
guardflag = MA
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = s2,0+random%6
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -1.-7
air.velocity = -1,7
projanim = 7776
projhitanim = -1
velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 0,0
projremove = 0
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 200, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = 25712,3

[State 200, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = 6000,5

[State 200, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = 6000,6

[State 200, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = 6000,7

[State 200, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = 0,0

[state 195]
type = Explod
triggerall = !IsHelper
trigger1 = projhit35600 = 1
anim = 8220+random%10
ID = 1233
postype = p2
pos = -10,-68
sprpriority = 7
ontop = 1
removetime = -2
bindtime = 4
supermovetime = 9999999999
pausemovetime = 9999999999

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Animelem >= 4
value = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1
;=======================================================================================
;=======================================================================================
;=======================================================================================
[Statedef 801]
type    = A                      
movetype= A                      
physics = N                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,-15                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 210                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = A
movetype = A
physics = N
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6000, 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 211
ctrl = 0
;=======================================================================================
;=======================================================================================
[Statedef 802]
type    = S
movetype= A
physics = S
poweradd= 20
anim = 220+random%2
ctrl = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 20008
id = 20008
sprpriority = 7
postype = p1
pos = ifelse(anim=220,51,47),ifelse(anim=220,-60,-36)
bindtime = 1
ontop = 1
supermove = 1
under = 0
removetime = -2
ownpal = 0
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State a]
type = Explod
trigger1 = animelem = 6
anim = 10072
sprpriority = 16
postype = p1
pos = ifelse(anim=220,51,47),ifelse(anim=220,-60,-36)
scale = 1.35,1.35
bindtime = 1
under = 0
removetime = -2
ownpal = 1
persistent = 1
vel = -6 + (random%12),-6 + (random%12)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 195]
type = Explod
triggerall = anim = 220
trigger1 = animelem = 6
anim = 20525
ID = 181
postype = p1
pos = 51,-60
scale = 0.5,0.5
sprpriority = 7
ontop = 1
removetime = 7
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[state 195]
type = Explod
triggerall = anim = 221
trigger1 = animelem = 6
anim = 20525
ID = 181
postype = p1
pos = 47,-36
scale = 0.5,0.5
sprpriority = 7
ontop = 1
removetime = 7
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 9800, 0

[State 3200, ヘルパーを出す]
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = animelem = 6
name = "MAGNUM"
stateno = 20200
ID = 20200
pos = ifelse(anim=220,51,47),ifelse(anim=220,-60,-36)
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25
helpertype = player
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Animelem >= 7
value = 1
ignorehitpause = 1

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=======================================================================================
;=======================================================================================
;=======================================================================================
[Statedef 803]
type    = S                      
movetype= A                      
physics = N                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 230                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 20316
id = 20316
sprpriority = -4
postype = p1
pos = 36,5
bindtime = 1
ontop = 1
supermove = 1
under = 0
removetime = -2
scale = 0.4,0.7
ownpal = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1310, Helper]
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = animelem = 7
helpertype = player
postype = p1
pos = 30,-47
stateno = 20500
ID = 20500
Size.XScale = 0.3
Size.YScale = 0.3
ignorehitpause = 1
supermovetime = 88000000000000000000000000000000000
pausemovetime = 88000000000000000000000000000000000

[State 1310, Helper]
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = animelem = 7
helpertype = player
postype = p1
pos = 30,-47
stateno = 20500
ID = 20501
Size.XScale = 0.3
Size.YScale = 0.3
ignorehitpause = 1
supermovetime = 88000000000000000000000000000000000
pausemovetime = 88000000000000000000000000000000000

[State 1310, Helper]
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = animelem = 7
helpertype = player
postype = p1
pos = 30,-47
stateno = 20500
ID = 20502
Size.XScale = 0.3
Size.YScale = 0.3
ignorehitpause = 1
supermovetime = 88000000000000000000000000000000000
pausemovetime = 88000000000000000000000000000000000

[State 1310, Helper]
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = animelem = 7
helpertype = player
postype = p1
pos = 30,-47
stateno = 20500
ID = 20503
Size.XScale = 0.3
Size.YScale = 0.3
ignorehitpause = 1
supermovetime = 88000000000000000000000000000000000
pausemovetime = 88000000000000000000000000000000000

[State 1310, Helper]
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = animelem = 7
helpertype = player
postype = p1
pos = 30,-47
stateno = 20500
ID = 20504
Size.XScale = 0.3
Size.YScale = 0.3
ignorehitpause = 1
supermovetime = 88000000000000000000000000000000000
pausemovetime = 88000000000000000000000000000000000

[State a]
type = Explod
trigger1 = animelem = 7
anim = 20520
sprpriority = 16
postype = p1
pos = 36,-51
scale = 1.5,1.5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
trans = sub
ignorehitpause = 1
supermovetime = 88000000000000000000000000000000000
pausemovetime = 88000000000000000000000000000000000

[State a]
type = Explod
trigger1 = animelem = 7
anim = 20525
sprpriority = 16
postype = p1
pos = 36,-51
scale = 1.85,1.85
bindtime = 1
under = 0
ownpal = 1
persistent = 1
trans = sub
ignorehitpause = 1
supermovetime = 88000000000000000000000000000000000
pausemovetime = 88000000000000000000000000000000000

[State 220, 1]
type = PlaySnd
trigger1 = Animelem = 7
value = 6500, 3
freqmul = 0.75

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1001, 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 8500, 4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 8500, 4

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElem >= 7
value = 1
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;======================================================================================
;======================================================================================
[Statedef 804]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 240                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 20007
id = 20007
sprpriority = -4
postype = p1
pos = 15,-47
bindtime = -1
ontop = 1
supermove = 1
under = 0
scale = 0.75,0.75
removetime = -2
ownpal = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 20317
id = 20317
sprpriority = -4
postype = p1
pos = 50,5
bindtime = 1
ontop = 1
supermove = 1
under = 0
removetime = -2
scale = 0.7,1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 220, 5]
type = Projectile
trigger1 = Animelem = 4
trigger2 = Animelemtime(4) = 2
trigger3 = Animelem = 5
trigger4 = Animelem = 6
trigger5 = Animelem = 7
trigger6 = Animelem = 8
trigger7 = Animelemtime(8) = 2
trigger8 = Animelemtime(9) = 2
attr = S, SP
damage = 1+random%85,0
projremovetime = 20
animtype = Heavy
getpower = 0,0
givepower = 0,0
guardflag = MA
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = s7002,0+Random%8
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -1,1
air.velocity = -1,1
projanim = 20300
projhitanim = 20355
projremanim = 20355
projscale = 1.6,1.3
projhits = 1
projid = 221
velocity = 30,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 50,0
projremove = 0
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[State 220, 5]
type = Projectile
trigger1 = Animelem = 4
trigger2 = Animelemtime(4) = 2
trigger3 = Animelem = 5
trigger4 = Animelem = 6
trigger5 = Animelem = 7
trigger6 = Animelem = 8
trigger7 = Animelemtime(8) = 2
trigger8 = Animelemtime(9) = 2
attr = S, SP
damage = 1+random%85,0
projremovetime = 20
animtype = Heavy
getpower = 0
givepower = 0
guardflag = MA
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = s7002,0+Random%8
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -1,1
air.velocity = -1,1
projanim = 20310
projhitanim = 20350
projhits = 1
projscale = 1,1.5
projid = 221
velocity = 30,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 50,0
projremove = 0
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state 195]
type = Explod
triggerall = !IsHelper
trigger1 = projhit221 = 1
anim = 8220+random%10
ID = 1233
postype = p2
pos = -10,-66
sprpriority = 7
ontop = 1
removetime = -2
bindtime = 4
supermovetime = 9999999999
pausemovetime = 9999999999

[State 220, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = 6500, 3
freqmul = 1.45

[State 220, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = 200, 0

[State 220, 1]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelemtime(4) = 2
trigger3 = Animelem = 5
trigger4 = Animelem = 6
trigger5 = Animelem = 7
trigger6 = Animelem = 8
trigger7 = Animelemtime(8) = 2
trigger8 = Animelemtime(9) = 2
value = 1, 11

[State 220, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 805]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 250                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6000,8

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 251
ctrl = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 806]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1      
anim = 260+random%2                
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State a]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
anim = 10075
sprpriority = 16
postype = p1
pos = 37,-50+random%4
scale = 0.5,0.5
bindtime = 1
under = 0
removetime = -2
ownpal = 1
persistent = 1
vel = -11 + (random%22),-11 + (random%22)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
anim = 10075
sprpriority = 16
postype = p1
pos = 37,-50+random%4
scale = 0.5,0.5
bindtime = 1
under = 0
removetime = -2
ownpal = 1
persistent = 1
vel = -11 + (random%22),-11 + (random%22)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
anim = 10075
sprpriority = 16
postype = p1
pos = 37,-50+random%4
scale = 0.5,0.5
bindtime = 1
under = 0
removetime = -2
ownpal = 1
persistent = 1
vel = -11 + (random%22),-11 + (random%22)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
anim = 10075
sprpriority = 16
postype = p1
pos = 37,-50+random%4
scale = 0.5,0.5
bindtime = 1
under = 0
removetime = -2
ownpal = 1
persistent = 1
vel = -11 + (random%22),-11 + (random%22)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 24123, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
priority = 999, Hit
projremove = 0
projremovetime = 30
projhits = 1
projmisstime = 0
projanim = 20100
projid = 24123
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 37,-50+random%4
velocity = 0.0          ;発射物のスピード
attr = S, NA
damage   = 1+random%50,0
guardflag = MA
animtype = medium
sparkno = -1
hitflag = MAFDPLH
hitsound   = -1
pausetime = 0, 2             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 50, 50
givepower = -475,-475
fall = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 195]
type = Explod
trigger1 = projhit24123 = 1
anim = 8220+random%10
ID = 1233
postype = p2
pos = 0,-50
sprpriority = 7
ontop = 1
removetime = -2
bindtime = 4
supermovetime = 9999999999
pausemovetime = 9999999999

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
value = 6000,4

[State 751, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 807]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 1000                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 20000
id = 20000
sprpriority = -4
postype = p1
pos = 43,-51
bindtime = -1
ontop = 1
supermove = 1
under = 0
removetime = -2
ownpal = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1100, 5]
type = Projectile
trigger1 = Animelem = 1
attr = A, NA
damage = 200,0
projremovetime = 25
animtype = Heavy
getpower = 0
givepower = 0
projid = 35600
guardflag = MA
hitflag = MAFDPLH
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = s6002,7
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18 
ground.velocity = -1,1
air.velocity = -1,1
projanim = 7776
projhitanim = -1
velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
offset = 0,0
projremove = 0
yaccel = 0.4
supermovetime = 999999
pausemovetime = 999999

[state 195]
type = Explod
triggerall = !IsHelper
trigger1 = projhit35600 = 1
anim = 8220+random%10
ID = 1233
postype = p2
pos = -10,-68
sprpriority = 7
ontop = 1
removetime = -2
bindtime = 4
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4206,EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 26
freq = 120
ampl = 13
phase = 0
supermovetime = 9999999999
pausemovetime = 9999999999

[State 200, 1]
type = Velset
trigger1 = AnimElem = 1
x = 12

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 25712, 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 25712, 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 25712, 3

[State 4101]
type = Explod
trigger1 = AnimElem = 1
removetime = 26
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 32503
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = AnimElem = 1
removetime = 26
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 32500
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001
ctrl = 0
;======================================================================================
;======================================================================================
[Statedef 808]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 1100                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 20005
id = 20005
sprpriority = -4
postype = p1
pos = 0,-50
bindtime = -1
ontop = 1
supermove = 1
under = 0
scale = 0.25,0.4
removetime = -2
ownpal = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[state a];火柱用ヘルパー
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = AnimElem = 4
id = 20605
name = "Magic_Splash"
sprpriority = 7
pos = 0,0
postype = p1
stateno = 20605
helpertype = player
bindtime = -1
keyctrl = 0 
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;======================================================================================
;======================================================================================
[Statedef 809]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 1200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 20001
id = 20001
sprpriority = -4
postype = p1
pos = 27,-41
bindtime = -1
ontop = 1
supermove = 1
under = 0
removetime = -2
ownpal = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State ]
type = PlaySnd
Trigger1 = Animelem = 5
Value = 0,0+Random%3

[State 0]
Type = VelSet
trigger1 = AnimElem = 4,>= 0
trigger1 = AnimElem = 7,<= 5
trigger1 = gametime%5 = 0
X = 70
ignorehitpause = 1

[state a];火柱用ヘルパー
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = AnimElem = 4,>= 0
trigger1 = AnimElem = 7,<= 5
trigger1 = gametime%5 = 0
id = 20705
sprpriority = 7
pos = 0,0
postype = p1
stateno = 20705
helpertype = player
bindtime = -1
keyctrl = 0 
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=======================================================================================
;=======================================================================================
[Statedef 810]
type    = S
movetype= A
physics = S
poweradd= 20
anim = 1300
ctrl = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[state 195]
type = Explod
trigger1 = gametime%6 = 1
anim = 20525
ID = 181
postype = p1
pos = ifelse(random<=500,51,47),ifelse(random<=500,-60,-36)
scale = 0.5,0.5
sprpriority = 7
ontop = 1
removetime = 7
ignorehitpause=1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 5]
type = Explod
trigger1 = gametime%6 = 1
anim = 20008
id = 20008
sprpriority = 7
postype = p1
pos = ifelse(random<=500,51,47),ifelse(random<=500,-60,-36)
bindtime = 1
ontop = 1
supermove = 1
under = 0
removetime = -2
ownpal = 0
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State a]
type = Explod
trigger1 = gametime%6 = 1
anim = 10072
sprpriority = 16
postype = p1
pos = ifelse(random<=500,51,47),ifelse(random<=500,-60,-36)
scale = 1.35,1.35
bindtime = 1
under = 0
removetime = -2
ownpal = 1
persistent = 1
vel = -6 + (random%12),-6 + (random%12)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = gametime%6 = 1
value = 9800, 0

[State 3200, ヘルパーを出す]
type = Helper
Triggerall = Sysvar(3) = 0
trigger1 = gametime%6 = 1
name = "MAGNUM"
stateno = 20200
ID = 20200
pos = ifelse(random<=500,51,47),ifelse(random<=500,-60,-36)
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25
helpertype = player
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = Animtime = 0
value = 9800, 1

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;======================================================================================
;======================================================================================
[Statedef 811]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 1400                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[state 195]
type = Explod
trigger1 = AnimElem = 6
anim = 20800
ID = 20800
postype = Left
pos = 165,130
sprpriority = 7
ontop = 1
removetime = -2
bindtime = -1
supermovetime = 9999999999
pausemovetime = 9999999999

[State a]
type = Explod
trigger1 = AnimelemTime(5) >= 0
anim = Ifelse(Random<=500,10072,10075)
sprpriority = 16
removetime = -2
postype = Left
pos = 165,130
bindtime = 1
under = 0
ownpal = 1
scale = 1.6,1.6
persistent = 1
vel = -11 + (random%22),-11 + (random%22)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 4101]
type = Explod
trigger1 = AnimElem = 6
removetime = 52
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 20805
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = AnimElem = 6
removetime = 68
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 20810
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State a]
type = Explod
trigger1 = AnimelemTime(5) >= 0
anim = 10075
sprpriority = 16
postype = p1
pos = 30,-49
scale = 0.5,0.5
bindtime = 1
under = 0
removetime = -2
ownpal = 1
persistent = 1
vel = -5 + (random%10),-5 + (random%10)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 15004
id = 15004
sprpriority = 7
postype = p1
pos = 30,-49
bindtime = 1
ontop = 1
supermove = 1
under = 0
removetime = -2
ownpal = 0
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1,12

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 25712,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 25710,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 25712,1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = AnimElem >= 6
value = 1
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 812]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 1500                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6000, 10

[State 4001, sparks]
type=explod
trigger1 = AnimElem = 2
anim=20655
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
removetime = -2
scale = 0.4,0.4
pos=0,-50
ownpal=1
pausemovetime=300
supermovetime=300

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501
ctrl = 0
;======================================================================================
;======================================================================================
[Statedef 813]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 1600                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 200, 7]
type = ChangeState
triggerall = !Ishelper
trigger1 = power >= 20001
trigger2 = power >= PowerMax
value = 1610
ignorehitpause = 1

[State 4101]
type = Explod
trigger1 = AnimElem = 7
removetime = 162
bindtime = -1
scale = 0.5,0.5
postype = Back
pos = Ifelse(Facing=1,0,1),0
anim = 33500
id = 33500
sprpriority = 999999999999999999999999999999999999999999
ontop = 0
OwnPal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = AnimElem = 6
removetime = 162
bindtime = -1
scale = 1,1
postype = P1
pos = -16,-115
anim = 6000
id = 6000
sprpriority = -3
ontop = 0
OwnPal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 12000,4

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;==================================================================================
;==================================================================================
[Statedef 850]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 0                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = -99999                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = 1
value = Ifelse(Random<=500,4300,4400);4300
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 500
trigger1 = 1
value = Ifelse(Random<=500,4300,4400);4300
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 600
trigger1 = 1
value = Ifelse(Random<=500,4300,4400);4300
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 700
trigger1 = 1
value = Ifelse(Random<=500,4300,4400);4300
IgnoreHitPause = 1
;==================================================================================
;==================================================================================
;==================================================================================
;==================================================================================
[Statedef 851]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 0                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = -99999                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4200,4100),Ifelse(Random%2,Ifelse(Random<=500,4300,4400),4000))
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 500
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4200,4100),Ifelse(Random%2,Ifelse(Random<=500,4300,4400),4000))
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 600
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4200,4100),Ifelse(Random%2,Ifelse(Random<=500,4300,4400),4000))
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 700
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4200,4100),Ifelse(Random%2,Ifelse(Random<=500,4300,4400),4000))
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
trigger1 = NumHelper(1130)
Trigger2 = NumHelper(1131)
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,4100),Ifelse(Random<=500,4200,4400))
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 500
trigger1 = NumHelper(1130)
Trigger2 = NumHelper(1131)
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,4100),Ifelse(Random<=500,4200,4400))
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 600
trigger1 = NumHelper(1130)
Trigger2 = NumHelper(1131)
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,4100),Ifelse(Random<=500,4200,4400))
IgnoreHitPause = 1

[State 200, 7]
type = ChangeState
triggerall = Random <= 700
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,4100),Ifelse(Random<=500,4200,4400))
IgnoreHitPause = 1
;------------------------------------------------------------------------------------
;
[Statedef 870]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd = Ifelse(Random<=500,-889,-2291)
anim = 4200
ctrl = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 0, VarSet]
type = VarAdd
trigger1 = Animelem = 1
var(34) = Ifelse(Random<=500,-889,-2291)
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = animelem = 3
trigger2 = animelemtime(3) = 5
trigger3 = animelemtime(3) = 10
trigger4 = animelemtime(3) = 15
trigger5 = animelemtime(3) = 20
anim=15002
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-50
ownpal=1
scale = 1.7,1.7
removetime = 22
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 3
trigger2 = animelemtime(3) = 5
trigger3 = animelemtime(3) = 10
trigger4 = animelemtime(3) = 15
anim=34006
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-50
ownpal=1
scale = 0.775,0.775
removetime = 22
pausemovetime=300
supermovetime=300

[State 4101]
type = Explod
trigger1 = Animelem = 4
removetime = 69
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 34500
sprpriority = -3
Trans = Add
ontop = 1
OwnPal = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = AnimElem = 4
removetime = 70
bindtime = -1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 35003
sprpriority = -5
ontop = 1
OwnPal = 0
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 12000, 0
FreqMul = 1.5

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 12000, 0
FreqMul = 1.6

[State 191, 3]
type = PlaySnd
trigger1 = Animelem = 4
value = 12000,2

[State 191, 3]
type = PlaySnd
trigger1 = Animelem = 4
value = 11780,0
channel = 1

[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 4201
;==================================================================================
;==================================================================================
[Statedef 871]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 3100                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = -(PowerMax/2)                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 1
var(34) = PowerMax/2
ignorehitpause = 1

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem >= 3
y = -40

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4730, 0

[State 3101, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 55, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------
;------------------------------------------------------------------------------------
;
[Statedef 872]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd = -(PowerMax)
anim = 3200
ctrl = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 1
var(34) = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 15002
id = 15002
sprpriority = -4
postype = p1
pos = 20, -28
ontop = 1
bindtime = 1
supermove = 1
under = 0
removetime = -2
ownpal = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 15003
id = 15003
sprpriority = -4
postype = p1
pos = 20, -28
ontop = 1
bindtime = 1
supermove = 1
under = 0
removetime = -2
ownpal = 1
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = animelem = 4
anim=15001
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=20, -28
ownpal=1
scale = 1.4,1.4
removetime = -2
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 4
anim=15004
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=20, -28
ownpal=1
scale = 1.4,1.4
removetime = -2
pausemovetime=300
supermovetime=300

[state 195]
type = Explod
trigger1 = AnimElem = 7
anim = 33800
ID = 33800
postype = P1
pos = -16,-115
sprpriority = 7
ontop = 1
removetime = 69
bindtime = -1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4101]
type = Explod
trigger1 = Animelem = 7
removetime = 69
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 34500
sprpriority = -3
Trans = Add
ontop = 1
OwnPal = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 24123, 2]
type = Projectile
trigger1 = AnimElemTime(7) >= 0
priority = 999, Hit
projremove = 0
projremovetime = 1
projhits = 999999
projmisstime = 0
projanim = 7776
projid = 24123
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0.0          ;発射物のスピード
attr = S, NA
damage   = 70,70
animtype = medium
sparkno = -1
hitflag = MAFDPLH
hitsound   = -1
pausetime = 0, 22             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 1
fall.damage = 99999999999
IgnorehitPause = 1

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4730,0

[State 191, 3]
type = PlaySnd
trigger1 = Animelem = 7
value = 11780,0
channel = 1

[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
;==============================
;---------------------------------------------------------------------------
[Statedef 873]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 3300                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = -99999                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, VarSet]
type = VarAdd
trigger1 = Animelem = 1
var(34) = ifelse(Random<650,-2247,-4722)
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3)>=0
trigger2 = AnimElemTime(4)>=0
trigger3 = AnimElemTime(5)>=0
trigger4 = AnimElemTime(6)>=0
trigger5 = AnimElemTime(7)>=0
flag = nobg
flag2 = nofg
ignorehitpause = 1

[state 195]
type = Explod
trigger1 = AnimElem = 2
anim = 15003
ID = 15003
postype = p1
pos = 0,-50
sprpriority = 7
ontop = 1
removetime = -2
bindtime = -1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4101]
type = Explod
trigger1 = AnimElem = 3
removetime = 70
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 35003
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = AnimElemTime(7) = 34
removetime = 63
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 35101
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 3207, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4730, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4730, 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4730, 3

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 12000, 3
freqmul = 1.5

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 12000, 2
freqmul = 1.3

[State 200, 1]
type = PlaySnd
trigger1 = AnimelemTime(7) = 48
value = 13605, 6

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301
;------------------------------------------------------------------------------------
;
[Statedef 874]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd = -99999
anim = 3400
ctrl = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 1
var(34) = 0
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 710,0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4730,0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4730,2

[state 195]
type = Explod
trigger1 = AnimElem = 1
anim = 15003
ID = 15003
postype = p1
pos = 0,-32
sprpriority = 7
ontop = 1
removetime = -2
bindtime = -1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 1
anim=15002
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-32
ownpal=1
scale = 1.4,1.4
removetime = -2
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 6
anim=15000
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-50
ownpal=1
scale = 1.7,1.7
removetime = 24
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 6
anim=15002
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-50
ownpal=1
scale = 1.7,1.7
removetime = 22
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 6
anim=15001
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-50
ownpal=1
scale = 1.4,1.4
removetime = -2
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 6
anim=15004
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-50
ownpal=1
scale = 1.4,1.4
removetime = -2
pausemovetime=300
supermovetime=300

[State 4101]
type = Explod
trigger1 = AnimElemTime(5) = 20
removetime = 63
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 35101
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3401
;------------------------------------------------------------------------------------
;
[Statedef 875]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd = -(PowerMax)
anim = 3500
ctrl = 0
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 1
var(34) = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !Ishelper
triggerall = Animelem = 8
trigger1 = enemy,authorname = "okihaito"
trigger2 = enemy,const(data.airjuggle) > 262144
trigger3 = enemy,const(data.sparkno) > 262144
trigger4 = enemy,const(data.guard.sparkno) > 262144
trigger5 = enemy,const(Size.Attack.Z.Width.Front) > 9998
var(13) = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4730,0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(5) = 3
value = 4730,2

[State 191, 3]
type = PlaySnd
trigger1 = AnimElemTime(5) = 8
value = 4730,3

[state 195]
type = Explod
trigger1 = AnimElem = 5
anim = 15003
ID = 15003
postype = p1
pos = -31,-47
sprpriority = 7
ontop = 1
removetime = -2
bindtime = -1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 5
anim=15002
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=-31,-47
ownpal=1
scale = 1.4,1.4
removetime = 22
pausemovetime=300
supermovetime=300

[State 4101]
type = Explod
trigger1 = Animelem = 8
removetime = 69
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 35006
sprpriority = -3
ontop = 1
OwnPal = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 191, 3]
type = PlaySnd
trigger1 = Animelem = 8
value = 12000,2

[State 191, 3]
type = PlaySnd
trigger1 = Animelem = 8
value = 11780,3
freqmul = 10

[State 191, 3]
type = PlaySnd
trigger1 = Animelem = 8
value = 11780,0
freqmul = 0.6
channel = 1

[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3501
;==================================================================================
;==================================================================================
[Statedef 876]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 4100                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = ifelse(Random<650,-155,-441)                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, VarSet]
type = VarAdd
trigger1 = Animelem = 1
var(34) = ifelse(Random<650,-155,-441)
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = animelem = 4
anim=15005
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=19,-83
ownpal=1
scale = 1.7,1.7
removetime = 24
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 4
trigger2 = animelemtime(4) = 5
trigger3 = animelemtime(4) = 10
trigger4 = animelemtime(4) = 15
trigger5 = animelemtime(4) = 20
anim=15002
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=30,-72
ownpal=1
scale = 1.7,1.7
removetime = 22
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animelem = 4
trigger2 = animelemtime(4) = 5
trigger3 = animelemtime(4) = 10
trigger4 = animelemtime(4) = 15
anim=34006
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=30,-72
ownpal=1
scale = 0.775,0.775
removetime = 22
pausemovetime=300
supermovetime=300

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 12000, 0
FreqMul = 1.5

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 12000, 0
FreqMul = 1.6

[State 200, 1]
type = PlaySnd
trigger1 = animtime = 0
value = 12000, 2
freqmul = 1.4

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 4101
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 877]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 3000                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = -99999                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 1
var(34) = 0
ignorehitpause = 1

[state 195]
type = Explod
trigger1 = AnimElem = 1
anim = 15003
ID = 15003
postype = p1
pos = 0,-50
sprpriority = 7
ontop = 1
removetime = -2
bindtime = -1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4001, sparks]
type=explod
trigger1 = animtime = 0
anim=15000
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-50
ownpal=1
scale = 1.7,1.7
removetime = 24
pausemovetime=300
supermovetime=300

[State 4001, sparks]
type=explod
trigger1 = animtime = 0
anim=15002
sprpriority=99999999999999999999999999999999999999999999
ontop = 1
postype=p1
pos=0,-50
ownpal=1
scale = 1.7,1.7
removetime = 22
pausemovetime=300
supermovetime=300

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3206, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4730, 0
freqmul = ifelse(Random<500,ifelse(random%2,0.8,0.7),ifelse(random%2,1,0.9))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 3
value = 4730, 2
freqmul = ifelse(Random<500,ifelse(random%2,0.8,0.7),ifelse(random%2,1,0.9))

[State 200, 1]
type = PlaySnd
trigger1 = Time = 8
value = 4730, 3
freqmul = ifelse(Random<500,ifelse(random%2,0.8,0.7),ifelse(random%2,1,0.9))

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;==================================================================================
;==================================================================================
[Statedef 878]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 0                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = -99999                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = 1
value = 4500
IgnoreHitPause = 1
;==================================================================================
;==================================================================================
[Statedef 879]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 0                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = -99999                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,Ifelse(Random<=600,4000,3900)),Ifelse(Random%2,3800,1610))

[State 200, 7]
type = ChangeState
triggerall = Random <= 500
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,Ifelse(Random<=600,4000,3900)),Ifelse(Random%2,3800,1610))

[State 200, 7]
type = ChangeState
triggerall = Random <= 600
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,Ifelse(Random<=600,4000,3900)),Ifelse(Random%2,3800,1610))

[State 200, 7]
type = ChangeState
triggerall = Random <= 700
trigger1 = NumHelper(1130) = 0
Trigger2 = NumHelper(1131) = 0
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=750,Ifelse(Random%2,4300,Ifelse(Random<=600,4000,3900)),Ifelse(Random%2,3800,1610))

[State 200, 7]
type = ChangeState
trigger1 = NumHelper(1130)
Trigger2 = NumHelper(1131)
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,3900),Ifelse(Random%2,3800,1610))

[State 200, 7]
type = ChangeState
triggerall = Random <= 500
trigger1 = NumHelper(1130)
Trigger2 = NumHelper(1131)
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,3900),Ifelse(Random%2,3800,1610))

[State 200, 7]
type = ChangeState
triggerall = Random <= 600
trigger1 = NumHelper(1130)
Trigger2 = NumHelper(1131)
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=500,Ifelse(Random%2,4300,3900),Ifelse(Random%2,3800,1610))

[State 200, 7]
type = ChangeState
triggerall = Random <= 700
trigger1 = NumHelper(1130)
Trigger2 = NumHelper(1131)
Trigger2 = Enemy,TeamMode = Simul
value = Ifelse(Random<=750,Ifelse(Random%2,4300,3900),Ifelse(Random%2,3800,1610))
;==================================================================================
;==================================================================================
[Statedef 880]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 3100                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = -99999                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 1
var(34) = 0
ignorehitpause = 1

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem >= 3
y = -40

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 4730, 0
freqmul = ifelse(Random<500,0.9,0.8)

[State 3101, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 55, 0

[State 4101]
type = Explod
trigger1 = AnimElemTime(6) = 5
removetime = 68
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 35101
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = AnimTime = 0
removetime = 63
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 20810
sprpriority = 99999
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3101, 音を鳴らす]
type = PlaySnd
trigger1 = AnimTime = 0
value = 25710, 2

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3601
ctrl = 0
;===================================================================================
;===================================================================================
[Statedef -3]

[State 0, StopSnd]
type = StopSnd
trigger1 = StateNo != 4400
channel = 0
ignorehitpause = 1

[State 4101]
type = Null;Explod
triggerall = !IsHelper
triggerall = Var(9) > 0
triggerall = sysvar(3) != 0
triggerall = Anim != [3700,3701]
trigger1 = !NumExplod(7787877)
removetime = -1
bindtime = -1
pausemovetime = - 1
postype = Back
pos = 0,0
anim = 1914
Id = 7787877
sprpriority = 2147483647
ontop = 1
OwnPal = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
triggerall = !IsHelper
triggerall = Sysvar(3) != 0
trigger1 = WinKO
trigger1 = !NumExplod(35200)
removetime = -1
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 35200
Id = 35200
sprpriority = -10
ontop = 0
OwnPal = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State -3]
type = Varset
trigger1=!ishelper
trigger2=ishelper
sysfvar(0) = gametime+123456789
ignorehitpause = 1

[State -3]
type=varset
trigger1=!ishelper
trigger2=ishelper
var(53)=gametime+gametime%10
ignorehitpause=1

[State -3,varset]
type = varset
trigger1 = !ishelper
trigger2=ishelper
sysfvar(2) = gametime + gametime%256 + gametime%65536 + gametime%2
ignorehitpause = 1

[State -3,varset]
type = varset
trigger1 = !ishelper
trigger2=ishelper
sysfvar(3) = 53*gametime+52+gametime%5
ignorehitpause = 1

[state -3];gametime式ステ抜け
type = varset
triggerall = !ishelper
Sysvar(2) = gametime
trigger1 = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarAdd
triggerall = !Ishelper
trigger1 = Palno = [6,12]
var(40) = 1
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
triggerall = !Ishelper
triggerall = var(40)
triggerall = palno != [6,12]
triggerall = enemy,win
trigger1 = enemy,const(data.airjuggle) > 262144 || enemy(1),const(data.airjuggle) > 262144
trigger2 = enemy,const(data.sparkno) > 262144 || enemy(1),const(data.sparkno) > 262144
trigger3 = enemy,const(data.guard.sparkno) > 262144 || enemy(1),const(data.guard.sparkno) > 262144
trigger4 = enemy,const(Size.Attack.Z.Width.Front) > 9998 || enemy(1),const(Size.Attack.Z.Width.Front) > 9998
sysvar(3) = 1
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
triggerall = !Ishelper
triggerall = var(40)
triggerall = palno != [6,12]
triggerall = enemy,winko
trigger1 = enemy,const(data.airjuggle) > 262144 || enemy(1),const(data.airjuggle) > 262144
trigger2 = enemy,const(data.sparkno) > 262144 || enemy(1),const(data.sparkno) > 262144
trigger3 = enemy,const(data.guard.sparkno) > 262144 || enemy(1),const(data.guard.sparkno) > 262144
trigger4 = enemy,const(Size.Attack.Z.Width.Front) > 9998 || enemy(1),const(Size.Attack.Z.Width.Front) > 9998
sysvar(3) = 1
ignorehitpause = 1

[State 0, BGPalFX]
type = BGPalFX
triggerall = !Ishelper
trigger1 = Palno = 9
trigger2 = Palno = 12
time = -1
add = -256,-256,-256
ignorehitpause = 1

[State -3, PowerSet]
type = PowerSet
triggerall = !Ishelper
trigger1 = enemy,authorname = "okihaito" || enemy(1),authorname = "okihaito"
trigger2 = enemy,const(data.airjuggle) > 262144 || enemy(1),const(data.airjuggle) > 262144
trigger3 = enemy,const(data.sparkno) > 262144 || enemy(1),const(data.sparkno) > 262144
trigger4 = enemy,const(data.guard.sparkno) > 262144 || enemy(1),const(data.guard.sparkno) > 262144
trigger5 = enemy,const(Size.Attack.Z.Width.Front) > 9998 || enemy(1),const(Size.Attack.Z.Width.Front) > 9998
trigger6 = alive = 0
trigger7 = Partner,authorname = "okihaito"
trigger8 = Partner,const(data.airjuggle) > 262144
trigger9 = Partner,const(data.sparkno) > 262144
trigger10 = Partner,const(data.guard.sparkno) > 262144
trigger11 = Partner,const(Size.Attack.Z.Width.Front) > 9998
trigger12 = PalNo = 5
value = PowerMax+var(10)
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !Ishelper
trigger1 = enemy,authorname = "okihaito" || enemy(1),authorname = "okihaito"
trigger2 = enemy,const(data.airjuggle) > 262144 || enemy(1),const(data.airjuggle) > 262144
trigger3 = enemy,const(data.sparkno) > 262144 || enemy(1),const(data.sparkno) > 262144
trigger4 = enemy,const(data.guard.sparkno) > 262144 || enemy(1),const(data.guard.sparkno) > 262144
trigger5 = enemy,const(Size.Attack.Z.Width.Front) > 9998 || enemy(1),const(Size.Attack.Z.Width.Front) > 9998
trigger6 = alive = 0
trigger7 = Partner,authorname = "okihaito"
trigger8 = Partner,const(data.airjuggle) > 262144
trigger9 = Partner,const(data.sparkno) > 262144
trigger10 = Partner,const(data.guard.sparkno) > 262144
trigger11 = Partner,const(Size.Attack.Z.Width.Front) > 9998
trigger12 = PalNo = 5
var(10) = 20001
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = !Ishelper
trigger1 = enemy,authorname = "okihaito" || enemy(1),authorname = "okihaito"
trigger2 = enemy,const(data.airjuggle) > 262144 || enemy(1),const(data.airjuggle) > 262144
trigger3 = enemy,const(data.sparkno) > 262144 || enemy(1),const(data.sparkno) > 262144
trigger4 = enemy,const(data.guard.sparkno) > 262144 || enemy(1),const(data.guard.sparkno) > 262144
trigger5 = enemy,const(Size.Attack.Z.Width.Front) > 9998 || enemy(1),const(Size.Attack.Z.Width.Front) > 9998
trigger6 = alive = 0
trigger7 = Partner,authorname = "okihaito"
trigger8 = Partner,const(data.airjuggle) > 262144
trigger9 = Partner,const(data.sparkno) > 262144
trigger10 = Partner,const(data.guard.sparkno) > 262144
trigger11 = Partner,const(Size.Attack.Z.Width.Front) > 9998
trigger12 = PalNo = 5
var(34) = 20001
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = roundstate > 2 || WinKo = 1
triggerall = !Ishelper
trigger1 = enemy,authorname = "okihaito" || enemy(1),authorname = "okihaito"
trigger2 = enemy,const(data.airjuggle) > 262144 || enemy(1),const(data.airjuggle) > 262144
trigger3 = enemy,const(data.sparkno) > 262144 || enemy(1),const(data.sparkno) > 262144
trigger4 = enemy,const(data.guard.sparkno) > 262144 || enemy(1),const(data.guard.sparkno) > 262144
trigger5 = enemy,const(Size.Attack.Z.Width.Front) > 9998 || enemy(1),const(Size.Attack.Z.Width.Front) > 9998
var(13) = 1
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
triggerall = roundstate = 2
triggerall = !Ishelper
triggerall = var(9) >= 1
trigger1 = enemy,authorname = "okihaito" || enemy(1),authorname = "okihaito"
trigger2 = enemy,const(data.airjuggle) > 262144 || enemy(1),const(data.airjuggle) > 262144
trigger3 = enemy,const(data.sparkno) > 262144 || enemy(1),const(data.sparkno) > 262144
trigger4 = enemy,const(data.guard.sparkno) > 262144 || enemy(1),const(data.guard.sparkno) > 262144
trigger5 = enemy,const(Size.Attack.Z.Width.Front) > 9998 || enemy(1),const(Size.Attack.Z.Width.Front) > 9998
;trigger6 = enemy,teammode = Simul
trigger6 = alive = 0
var(8) = 1
ignorehitpause = 1

[State -3] 
type = Afterimage
triggerall = !Ishelper
triggerall = palno = 10
trigger1 = !numhelper
trans = Add
PalContrast =  Random/4, Random/4, Random/4
PalBright = Random/4,Random/4,Random/4
time    =  -1
length  = 10
TimeGap = 1
FrameGap = 1
ignorehitpause=1
;-----------------------------------------------------------------------------
[State -3, ƒ_ƒ[ƒWƒ{ƒCƒX]
type = PlaySnd
triggerall = !Ishelper
triggerall = Time = 1
triggerall = Alive
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020
trigger2 = stateno = 5070 || stateno = 5080
value = 5000,0+(Random % 4)
channel = 4
Volume  = 250
IgnoreHitPause = 1

[State -3, ’@‚«‚Â‚¯‚ç‚êƒ{ƒCƒX]
type = PlaySnd
triggerall = !Ishelper
triggerall = Time = 10
triggerall = Alive
trigger1 = stateno = 5100
value = 5000,2+(Random % 2)
channel = 4
Volume  = 250
IgnoreHitPause = 1

[State -3, ‹N‚«ã‚ª‚èƒ{ƒCƒX]
type = PlaySnd
triggerall = !Ishelper
triggerall = Time = 10
triggerall = Alive
trigger1 = stateno = 5120
value = 5120,ifelse(random < 333,0,1)
channel = 5
Volume  = 250
IgnoreHitPause = 1
;-------------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
triggerall = !Ishelper
trigger1 = Stateno = 3701
trigger2 = Anim = 3701
Trigger3 = PalNo = 5
Trigger3 = Alive = 0
sysvar(3) = 1
ignorehitpause=1

[State 0, VarSet]
type = VarSet
triggerall = enemy,const(Size.Attack.Z.Width.Front) > 9998
triggerall = !Ishelper
Trigger1 = Stateno = [5000,5899]
Trigger1 = Var(40) >= 1
Trigger2 = Stateno = [5000,5899]
Trigger2 = Var(40) <= -1
Trigger3 = PalNo = 5
Trigger3 = LoseKO
sysvar(3) = 1
ignorehitpause=1

[State 0, VarSet]
type = VarSet
triggerall = enemy(1),const(Size.Attack.Z.Width.Front) > 9998
triggerall = !Ishelper
Trigger1 = Stateno = [5000,5899]
Trigger1 = Var(40) >= 1
Trigger2 = Stateno = [5000,5899]
Trigger2 = Var(40) <= -1
sysvar(3) = 1
ignorehitpause=1

[State 0, VarSet];If helper Clsn2 is not loaded/Redzone itself is Paused then what gonna be happen if you dare to unload her Clsn2 Helper/Pausing her too, Your character will suicide.
type = VarSet;Better you put her in P1, If she is in P2, maybe some character have many helper, her Clsn2 helper will not been loaded. Or don't try to skip her intro if you do that when she is in P2, Instant kill.
triggerall = !Ishelper;If you do same thing as Redzone by changing her sparkno, guard sparkno, or airjuggle too, it can this is her alternate changing of killing.
triggerall = PalNo != 5
trigger1 = Const(data.airjuggle) < 262144 || Const(data.sparkno) < 262144 || Const(data.guard.sparkno) < 262144
trigger1 = TeamSide = 2
Trigger1 = Roundstate >= 2
trigger2 = Const(data.airjuggle) < 262144 || Const(data.sparkno) < 262144 || Const(data.guard.sparkno) < 262144
Trigger2 = Alive = 0
trigger3 = Const(data.airjuggle) < 262144 || Const(data.sparkno) < 262144 || Const(data.guard.sparkno) < 262144
Trigger3 = StateNo = 3001
Trigger3 = Time >= 342
trigger4 = Const(data.airjuggle) < 262144 || Const(data.sparkno) < 262144 || Const(data.guard.sparkno) < 262144
Trigger4 = StateNo = 3101
Trigger4 = AnimElemTime(2) >= 10
trigger5 = Const(data.airjuggle) < 262144 || Const(data.sparkno) < 262144 || Const(data.guard.sparkno) < 262144
Trigger5 = StateNo = 3201
trigger6 = Const(data.airjuggle) < 262144 || Const(data.sparkno) < 262144 || Const(data.guard.sparkno) < 262144
Trigger6 = StateNo = 3401
trigger7 = Const(data.airjuggle) < 262144 || Const(data.sparkno) < 262144 || Const(data.guard.sparkno) < 262144
Trigger7 = StateNo = 3501
trigger8 = Const(data.airjuggle) < 262144 || Const(data.sparkno) < 262144 || Const(data.guard.sparkno) < 262144
Trigger8 = StateNo = 3601
sysvar(3) = 1
ignorehitpause=1
;-------------------------------------------------------------------------------
[State -3]
type = Varset
triggerall = var(20) = 0
trigger1 = command = "AIflag1"
trigger2 = command = "AIflag2"
trigger3 = command = "AIflag3"
trigger4 = command = "AIflag4"
trigger5 = command = "AIflag5"
trigger6 = command = "AIflag6"
trigger7 = command = "AIflag7"
trigger8 = command = "AIflag8"
trigger9 = command = "AIflag9"
trigger10 = command = "AIflag10"
trigger11 = command = "AIflag11"
trigger12 = command = "AIflag12"
trigger13 = command = "AIflag13"
trigger14 = command = "AIflag14"
trigger15 = command = "AIflag15"
trigger16 = command = "AIflag16"
trigger17 = command = "AIflag17"
trigger18 = command = "AIflag18"
trigger19 = command = "AIflag19"
trigger20 = command = "AIflag20"
trigger21 = command = "AIflag21"
trigger22 = command = "AIflag22"
trigger23 = command = "AIflag23"
trigger24 = command = "AIflag24"
trigger25 = command = "AIflag25"
trigger26 = command = "AIflag26"
trigger27 = command = "AIflag27"
trigger28 = command = "AIflag28"
trigger29 = command = "AIflag29"
trigger30 = command = "AIflag30"
trigger31 = command = "AIflag31"
trigger32 = command = "AIflag32"
trigger33 = command = "AIflag33"
trigger34 = command = "AIflag34"
trigger35 = command = "AIflag35"
trigger36 = command = "AIflag36"
trigger37 = command = "AIflag37"
trigger38 = command = "AIflag38"
trigger39 = command = "AIflag39"
trigger40 = command = "AIflag40"
trigger41 = command = "AIflag41"
trigger42 = command = "AIflag42"
trigger43 = command = "AIflag43"
trigger44 = command = "AIflag44"
trigger45 = command = "AIflag45"
trigger46 = command = "AIflag46"
trigger47 = command = "AIflag47"
trigger48 = command = "AIflag48"
trigger49 = command = "AIflag49"
trigger50 = command = "AIflag50"
trigger51 = command = "AIflag51"
trigger52 = command = "AIflag52"
trigger53 = command = "AIflag53"
trigger54 = command = "AIflag54"
trigger55 = command = "AIflag55"
trigger56 = command = "AIflag56"
trigger57 = command = "AIflag57"
trigger58 = command = "AIflag58"
trigger59 = command = "AIflag59"
trigger60 = command = "AIflag60"
trigger61 = Var(39) >= 1
var(20) = 2

[State -3]
TriggerAll = RoundState = 2
type = ChangeState
value = Ifelse(Helper(1900000),Var(49)>=1,870+Random%11,Ifelse(Random<=930,870+Random%10,850+Random%2))
triggerall = Var(20) >= 1
triggerall = statetype != A
triggerall = p2bodydist X=[-2147483647,2147483647]
triggerall = ctrl = 1
triggerall = Anim != [3700,3702]
trigger1 = Power >= 20000
trigger2 = Power >= PowerMax

[State -3]
TriggerAll = RoundState = 2
type = ChangeState
value = Ifelse(Random<=900,800+Random%14,850+Random%2)
triggerall = Var(20) >= 1
triggerall = statetype != A
triggerall = p2bodydist X=[-2147483647,2147483647]
triggerall = Anim != [3700,3702]
triggerall = ctrl = 1
trigger1 = Power >= 15000
trigger2 = Power >= PowerMax/1.5

[State -3]
TriggerAll = RoundState = 2
type = ChangeState
value = Ifelse(Random<=900,800+Random%14,850+Random%2)
triggerall = Var(20) >= 1
triggerall = statetype != A
triggerall = p2bodydist X=[-1073741823,2147483647]
triggerall = Anim != [3700,3702]
triggerall = ctrl = 1
trigger1 = Power >= 15000
trigger2 = Power >= PowerMax/1.5

[State -3]
TriggerAll = RoundState = 2
type = ChangeState
value = 800+Random%14
triggerall = Var(20) >= 1
triggerall = statetype != A
triggerall = p2bodydist X=[-2147483647,2147483647]
triggerall = Anim != [3700,3702]
trigger1 = ctrl = 1

[State -3]
TriggerAll = RoundState = 2
type = ChangeState
value = 800+Random%14
triggerall = Var(20) >= 1
triggerall = statetype != A
triggerall = p2bodydist X=[-1073741823,2147483647]
triggerall = Anim != [3700,3702]
trigger1 = ctrl = 1

[State -3]
TriggerAll = RoundState = 2
type = ChangeState
value = ifelse(Random<=900,ifelse(random<=800,ifelse(random%2,510,500),505),850)
triggerall = Var(20) >= 1
triggerall = statetype = A
triggerall = p2bodydist X=[-2147483647,2147483647]
triggerall = Anim != [3700,3702]
triggerall = ctrl = 1
trigger1 = Power >= 15000
trigger2 = Power >= PowerMax/1.5

[State -3]
TriggerAll = RoundState = 2
type = ChangeState
value = ifelse(random<=800,ifelse(random%2,510,500),505)
triggerall = Var(20) >= 1
triggerall = statetype = A
triggerall = p2bodydist X=[-2147483647,2147483647]
triggerall = Anim != [3700,3702]
trigger1 = ctrl = 1
;=======================================================================================
;=======================================================================================
;=======================================================================================
;%nアレの
[State ]
type=VarSet
trigger1=!Ishelper
sysvar(0)=ifelse(numPartner,((id-Partner,id)+teamside+1),teamside)
ignorehitpause=1
[State ]
type =AppendToClipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text = " %n"
params = 4938084
ignorehitpause =1
[State ]
type=displayToClipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4942264
ignorehitpause=1
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4938056
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4938060
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4938020
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4938024
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%96u%n"
params=1,4931584
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%156u%n"
params=1,4931585
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%62u%n"
params=1,4931586
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%139u%n"
params=1,4931587
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%29u%n"
params=1,4931588
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%76u%n"
params=1,4931589
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%91u%n"
params=1,4931590
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%75u%n"
params=1,4931591
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931592
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%62u%n"
params=1,4931593
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%199u%n"
params=1,4931594
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%131u%n"
params=1,4931595
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%84u%n"
params=1,4931596
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%185u%n"
params=1,4931597
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931598
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931599
[state ];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%*d%n%d"
params=sysvar(0),1,4931600
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931601
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931602
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931603
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%62u%n"
params=1,4931604
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%199u%n"
params=1,4931605
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%131u%n"
params=1,4931606
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%80u%n"
params=1,4931607
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%185u%n"
params=1,4931608
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931609
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931610
[state ];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%*d%n%d"
params=sysvar(0),1,4931611
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931612
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931613
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931614
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%62u%n"
params=1,4931615
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%199u%n"
params=1,4931616
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%131u%n"
params=1,4931617
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%52u%n"
params=1,4931618
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%188u%n"
params=1,4931619
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931620
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931621
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%*d%n%d"
params=teamside,1,4931622
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931623
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931624
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931625
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%62u%n"
params=1,4931626
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%199u%n"
params=1,4931627
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%131u%n"
params=1,4931628
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%56u%n"
params=1,4931629
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%188u%n"
params=1,4931630
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931631
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931632
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%*d%n%d"
params=1,1,4931633
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931634
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931635
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931636
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%62u%n"
params=1,4931637
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%199u%n"
params=1,4931638
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%131u%n"
params=1,4931639
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%67u%n"
params=1,4931640
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%188u%n"
params=1,4931641
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931642
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931643
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%128u%n"
params=1,4931644
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931645
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931646
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n"
params=4931647
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%157u%n"
params=1,4931648
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%97u%n"
params=1,4931649
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%233u%n"
params=1,4931650
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%177u%n"
params=1,4931651
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%212u%n"
params=1,4931652
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%248u%n"
params=1,4931653
[state ]
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%255u%n"
params=1,4931654
;---------------------------------------------------------------------------------------------------
;XP 64-bit is unavaliable --------------------------------------------------------------------------
[state ];XP 32-bit?
type=displaytoclipboard
triggerall=!Ishelper
trigger1=sysvar(3)>=1
trigger2=sysvar(3)<=-1
text="%n%64u%n%11u%n"
params=1237768,1,1237769,1,1237770