;ƒpƒ[MAX”“®
[Statedef 860]
type = S
physics = S
movetype = I
anim = 860
ctrl = 0
velset = 0,0
[State 860, 1]
type = Explod
trigger1 = time = 6
anim = 8415
pos = 0,-60
postype = p1
bindtime = -1
sprpriority = 4
ontop = 0
ownpal = 1
scale = .5,.5
;pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 181, 2]
type = PlaySnd
triggerall = !var(12)
trigger1 = time = 6
value = 0, 2
channel = 0
[State 181, 2]
type = PlaySnd
triggerall = var(12)
trigger1 = time = 6
value = 3300, 0
channel = 0
[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5100,1
[State 860, 2]
type = Playsnd
trigger1 = time = 6
value = 6000, 10
[State 860, 4]
type = PowerAdd
trigger1 = time = 6
value = -1000
[State 860, 5]
type = Varset
trigger1 = time = 6
var(15) = 675
[State 3001, Super]
type = Helper
trigger1 = time = 6
id = 6170
name = "n_gauge"
pos = 0,0
postype = P1
stateno = 6170
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
facing = facing*ifelse(teamside=1,1,-1)
[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 6
Anim = 7701
pos = 0,0
postype = p1
ownpal = 1
ignorehitpause = 1
ID = 860
bindtime = -1
sprpriority = -1
removetime = -1
[State -2, Power Chage]
type = RemoveExplod
trigger1 = AnimElem = 8
ID = 860
[State 1850, ctrlset]
type = ctrlset
trigger1 = time = 16
value = 1
[State 860, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------
;ƒIƒŠƒRƒ“”“®i’nãj
[Statedef 870]
type = S
physics = S
movetype = A
anim = 870
ctrl = 0
velset = 0,0
[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 37
movetime = 37
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
[State 3000, Super]
type = Helper
trigger1 = Time = 4
persistent = 0
id = 8080
name = "oricom"
pos = 0,-60
postype = P1
stateno = 8080
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "Hh" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "Hh" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 37
[State 181, 2]
type = PlaySnd
triggerall = !var(12)
trigger1 = time = 4
value = 195, 10
[State 181, 2]
type = PlaySnd
triggerall = var(12)
trigger1 = time = 4
value = 3400, 1
[State 860, 2]
type = Playsnd
trigger1 = animelem = 5
value = 5100,1
[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 4
time = 9999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 0, 100, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 860, 5]
type = VarSet
trigger1 = AnimTime = 0
var(16) = 334
[State 860, 5]
type = VarAdd
triggerall = !(var(0)&2**2)
trigger1 = time = 0
var(0) = 2**2
[State 860, 5]
type = VarSet
trigger1 = AnimTime = 0
var(19) = 3000
[State 7000,Muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50
[State -2, 1]
type = Poweradd
trigger1 = AnimTime = 0
value = -3000
ignorehitpause = 1
[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 6
Anim = 7701
pos = 0,0
postype = p1
ownpal = 1
ignorehitpause = 1
ID = 870
bindtime = -1
sprpriority = -1
removetime = -1
;pausemovetime = -1
supermovetime = -1
[State 860, 6]
type = ChangeState
triggerall = var(59)
trigger1 = P2StateType = A
trigger1 = animtime = 0
value = 1100
[State 860, 6]
type = ChangeState
triggerall = var(59)
trigger1 = P2StateType != A
trigger1 = animtime = 0
value = 450
[State 860, 6]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1