[Statedef 1050 - ORAORA (Stand)]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
velset = 0,0
sprpriority = 1
poweradd = 80*(var(0)!=1)*!IsHelper
[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
trigger1 = root,stateno != 3200 && root,stateno != 3201 && root,stateno != 3250
var(0) = root,var(0)
[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
var(28) = root,var(28)
[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
var(42) = root,var(42)
[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
trigger1 = time = 0
var(2) = var(3)
[State 1100, VarSet]
type = VarAdd
trigger1 = IsHelper
trigger1 = time = 0
var(4) = 1
[State 1100, VarSet]
type = VarAdd
trigger1 = IsHelper
trigger1 = time = 0
var(13) = 1
[State 1100, VarSet]
type = VarSet
trigger1 = 1
fvar(13) = 0
[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, VarSet]
type = VarSet
triggerall = !IsHelper
triggerall = !var(59)
trigger1 = Time = 0
var(5) = ifelse(command = "Ora3", 2, ifelse(command = "Ora2", 1, 0))
[State 1000, VarSet]
type = VarSet
triggerall = !IsHelper
triggerall = !var(59)
triggerall = var(26)
trigger1 = Time = 0
var(5) = ifelse((var(26)&2**0),0,ifelse((var(26)&2**1),1,2))
[State 1000, VarSet]
type = VarSet
triggerall = !IsHelper
triggerall = numhelper(33333)
triggerall = var(59) >= 1 || helper(33333),fvar(1)
trigger1 = Time = 0
var(5) = 2
[State 1100, VarSet]
type = VarSet
triggerall = IsHelper
trigger1 = Time = 0
var(5) = var(2)%10
[State 1040,ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(!var(5),11050,ifelse(var(5)=1,11051,11052))+(IsHelper*5)
[State 1100, VarSet]
type = VarSet
triggerall = !IsHelper
trigger1 = time = 0
trigger2 = !NumTarget
var(6) = 0
[State 1100, VarSet]
type = VarSet
triggerall = !IsHelper
trigger1 = var(42)
trigger1 = !var(6)
var(6) = var(42)
[State 1100, VarSet]
type = Null;VarAdd
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(34) < 0
trigger1 = var(7) > 0
var(7) = -1
persistent = 1
ignorehitpause = 0
[State 1100, VarSet]
type = Null;VarSet
trigger1 = animelemtime(33) = 1
var(7) = 0
persistent = 0
ignorehitpause = 0
[State 1100, VarSet]
type = Null;VarSet
triggerall = !var(59)
triggerall = var(0) != 1 || (var(0) = 1 && var(2))
triggerall = var(7) > 0
triggerall = animelemtime(3) >= 0
triggerall = animelemtime(33) < 1
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
var(7) = 14
persistent = 1
ignorehitpause = 1
[State 1100, VarSet]
type = Null;VarSet
triggerall = numhelper(33333)
triggerall = var(59) >= 1 || helper(33333),fvar(1)
triggerall = var(0) != 1 || (var(0) = 1 && var(2))
triggerall = var(7) > 0
triggerall = animelemtime(3) >= 0
triggerall = animelemtime(33) < 1
trigger1 = p2movetype = H
trigger1 = p2statetype = A
trigger1 = enemynear,pos y < 0
var(7) = 14
persistent = 1
ignorehitpause = 1
[State 1100, VarSet]
type = Null;VarSet
trigger1 = AnimElem = 3
var(7) = 11
[State 1040,ChangeAnim]
type = ChangeAnim
triggerall = !var(7)
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(34) < 0
value = anim
elem = AnimElemNo(0)-!AnimElemTime(AnimElemNo(0))
ignorehitpause = 0
[State 1040,ChangeAnim]
type = Null;ChangeAnim
trigger1 = var(7) = -1
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(34) < 0
value = anim
elem = 34
ignorehitpause = 0
persistent = 0
[State 220, Position]
type = PosAdd
triggerall = var(0) != -1
triggerall = var(0) != 2
trigger1 = AnimElem = 3
x = 14*var(5)
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 4
x = .4*var(5)
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 34
x = 0
[State 1100, SprPriority]
type = SprPriority
triggerall = !IsHelper
trigger1 = AnimElem = 41
value = 0
[State -2]
type = helper
triggerall = !NumHelper(11010)
trigger1 = time = 1
ID = 11010
stateno = 11010
pos = 0,0
postype = P1
pausemovetime = 99999999
supermovetime = 99999999
persistent = 0
[State -2]
type = helper
trigger1 = AnimElemTime(3) = 1
ID = 17100
stateno = 17100
pos = 0,0
postype = P1
pausemovetime = 99999999
persistent = 0
[State -2]
type = helper
trigger1 = AnimElemTime(3) = 1
ID = 17100
stateno = 17101
pos = 0,0
postype = P1
pausemovetime = 99999999
persistent = 0
[State 1100, VarSet]
type = VarSet
triggerall = IsHelper
trigger1 = var(1) = 3
var(1) = 0
ignorehitpause = 0
[State 1100, VarSet]
type = VarAdd
triggerall = IsHelper
trigger1 = var(1)
var(1) = 1
ignorehitpause = 0
[State 1100, VarSet]
type = VarSet
triggerall = IsHelper
triggerall = animelemtime(3) > 1
trigger1 = movehit || moveguarded
var(1) = 1
ignorehitpause = 1
[State -2, Combo]
type = VarSet
trigger1 = IsHelper
trigger1 = !root,var(36)
fvar(13) = 0
ignorehitpause = 1
[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 34
trigger2 = numtarget
trigger2 = target,Pos Y > 0
trigger2 = var(0) != 1
movetype = I
[State 105, 1]
type = statetypeset
trigger1 = !numtarget
trigger1 = AnimElemTime(34) < 0
movetype = A
[State 1350, ÎÄ×Ö¡¸¥É¥©¥ó£¡¡¹]
type = Helper
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(34) < 0
trigger1 = timemod = 6,0
id = 9502
stateno = 9502
postype = p1
pos = 5+(random%130),-20-(random%60)
pausemovetime = 999
supermovetime = 999
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55
ignorehitpause = 1
[State explod]
type = Explod
trigger1 = AnimElem = 3 && MoveHit
trigger2 = AnimElem = 6 && MoveHit
trigger3 = AnimElem = 9 && MoveHit
trigger4 = AnimElem = 12 && MoveHit
trigger5 = AnimElem = 15 && MoveHit
trigger6 = AnimElem = 18 && MoveHit
trigger7 = AnimElem = 21 && MoveHit
trigger8 = AnimElem = 24 && MoveHit
trigger9 = AnimElem = 27 && MoveHit
trigger10 = AnimElem = 30 && MoveHit
anim = 7210
id = 7200
sprpriority = 20
postype = p2
pos = -20, -67
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 1
under = 0
ownpal = 1
scale = 0.3,0.3
[State explod]
type = Explod
trigger1 = AnimElem = 4 && MoveHit
trigger2 = AnimElem = 7 && MoveHit
trigger3 = AnimElem = 10 && MoveHit
trigger4 = AnimElem = 13 && MoveHit
trigger5 = AnimElem = 16 && MoveHit
trigger6 = AnimElem = 19 && MoveHit
trigger7 = AnimElem = 22 && MoveHit
trigger8 = AnimElem = 25 && MoveHit
trigger9 = AnimElem = 28 && MoveHit
trigger10 = AnimElem = 31 && MoveHit
anim = 7210
id = 7200
sprpriority = 20
postype = p2
pos = 10, -85
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 1
under = 0
ownpal = 1
scale = 0.3,0.3
[State explod]
type = Explod
trigger1 = AnimElem = 5 && MoveHit
trigger2 = AnimElem = 8 && MoveHit
trigger3 = AnimElem = 11 && MoveHit
trigger4 = AnimElem = 14 && MoveHit
trigger5 = AnimElem = 17 && MoveHit
trigger6 = AnimElem = 20 && MoveHit
trigger7 = AnimElem = 23 && MoveHit
trigger8 = AnimElem = 26 && MoveHit
trigger9 = AnimElem = 29 && MoveHit
trigger10 = AnimElem = 32 && MoveHit
anim = 7210
id = 7200
sprpriority = 20
postype = p2
pos = -30, -55
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 1
under = 0
ownpal = 1
scale = 0.3,0.3
[State explod]
type = Explod
trigger1 = AnimElem = 33 && MoveHit
anim = 7220
id = 7200
sprpriority = 20
postype = p2
pos = -10,-80
bindtime = 1
supermove = 999
pausemove = 999
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
[State 220, 1]
type = Hitdef
triggerall = !IsHelper
triggerall = var(0) != -1
triggerall = var(0) != 1
triggerall = var(0) != 2
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
trigger5 = AnimElem = 15
trigger6 = AnimElem = 18
trigger7 = AnimElem = 21
trigger8 = AnimElem = 24
trigger9 = AnimElem = 27
trigger10 = AnimElem = 30
attr = S, SA
hitflag = MAF
guardflag = M
animtype = heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 9,2
pausetime = 0,12
guard.pausetime = 7,!(var(28)>=10&&random%8=0)*8
sparkno = -1
guard.sparkno = S8100
sparkxy = -20, -67
hitsound = S1,4
guardsound = S4,0
ground.type = High
air.type = High
ground.slidetime = 11
ground.hittime = 15
air.hittime = 11
guard.ctrltime = 17
ground.velocity = -8.3
guard.velocity = -12
air.velocity = ifelse(-3.2*.9**((var(42)-1)+!var(42))>-.8,-.8,-3.2*.9**((var(42)-1)+!var(42))), ifelse((-4.5+(1.8*((var(42)-1)+!var(42))))>0,0,(-4.5+(1.8*((var(42)-1)+!var(42)))))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 40*!var(0)
givepower = 20*!var(0)
persistent = 1
fall = 0
air.fall = 1
fall.recover = 1
yaccel = .35
guard.kill = 0
ignorehitpause = 0
p2facing = 1
[State 220, 1]
type = Hitdef
triggerall = !IsHelper
triggerall = var(0) != -1
triggerall = var(0) != 1
triggerall = var(0) != 2
triggerall = !var(1)
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 16
trigger6 = AnimElem = 19
trigger7 = AnimElem = 22
trigger8 = AnimElem = 25
trigger9 = AnimElem = 28
trigger10 = AnimElem = 31
attr = S, SA
hitflag = MAF
guardflag = M
animtype = heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 9,2
pausetime = 0,12
guard.pausetime = 7,!(var(28)>=10&&random%8=0)*8
sparkno = -1
guard.sparkno = S8100
sparkxy = -20, ifelse((animelemno(0)%12=[3,5]),-85,ifelse((animelemno(0)%12=[6,8]),-67,ifelse((animelemno(0)%12=[9,11]),-24,-103)))
hitsound = S1,4
guardsound = S4,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 12
ground.velocity = 0
air.type = High
air.velocity = 0*const(size.xscale),0
air.hittime = 12
fall.recover = 0
getpower = 40*!var(0)
givepower = 20*!var(0)
persistent = 1
fall = 0
air.fall = 1
fall.recover = 1
yaccel = .35
guard.kill = 0
p2facing = 1
[State 220, 1]
type = Hitdef
triggerall = !IsHelper
triggerall = var(0) != -1
triggerall = var(0) != 1
triggerall = var(0) != 2
triggerall = !var(1)
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
trigger3 = AnimElem = 11
trigger4 = AnimElem = 14
trigger5 = AnimElem = 17
trigger6 = AnimElem = 20
trigger7 = AnimElem = 23
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
trigger10 = AnimElem = 32
attr = S, SA
hitflag = MAF
guardflag = M
animtype = heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 9,2
pausetime = 0,12
guard.pausetime = 7,!(var(28)>=10&&random%8=0)*8
sparkno = -1
guard.sparkno = S8100
sparkxy = -20, ifelse((animelemno(0)%12=[3,5]),-85,ifelse((animelemno(0)%12=[6,8]),-67,ifelse((animelemno(0)%12=[9,11]),-24,-103)))
hitsound = S1,4
guardsound = S4,0
ground.type = Low
air.type = Low
ground.slidetime = 11
ground.hittime = 15
air.hittime = 11
guard.ctrltime = 17
ground.velocity = -8.3
guard.velocity = -12
air.velocity = ifelse(-3.2*.9**((var(42)-1)+!var(42))>-.8,-.8,-3.2*.9**((var(42)-1)+!var(42))), ifelse((-4.5+(1.8*((var(42)-1)+!var(42))))>0,0,(-4.5+(1.8*((var(42)-1)+!var(42)))))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 40*!var(0)
givepower = 20*!var(0)
persistent = 1
fall = 0
air.fall = 1
fall.recover = 1
yaccel = .35
guard.kill = 0
p2facing = 1
[State 240, 2]
type = HitDef
triggerall = !IsHelper
triggerall = var(0) != -1
triggerall = var(0) != 1
triggerall = var(0) != 2
trigger1 = animelem = 33
attr = S, SA
animtype = heavy
damage = 20, 9
guardflag = MA
priority = 4, Hit
pausetime = 15,15
sparkno = -1
guard.sparkno = S8100
sparkxy = -20, ifelse((animelemno(0)%12=[3,5]),-85,ifelse((animelemno(0)%12=[6,8]),-67,ifelse((animelemno(0)%12=[9,11]),-24,-103)))
hitsound = S1,4
guardsound = S4,0
ground.type = High
ground.slidetime = 23
ground.hittime = 23
guard.slidetime = 18
ground.hittime = 18
ground.velocity = -8,-5
air.velocity = -7.5,-3
fall = 1
fall.recover = 1
air.fall = 0
getpower = 20
givepower = 10
id = 11001
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0