;var(0)  ヴァイタルソース(解除時間)
;fvar(0) ヴァイタルソース(ゲージ表記)
;var(2)  random設定
;var(3)  強弱の判断
;fvar(3) 溜め時間
;var(4)  command認識
;fvar(4) hold認識(避け動作)
;var(10) 紅赤主選択
;fvar(10)モード選択(0:trial,1:react,2:本気,4:紅赤主)
;var(11) 使用回数
;var(20) chain認識
;var(50) Win
;var(59) CPU

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
movetype = I
physics = S
sprpriority = 0

[State 0]
type = ChangeState
trigger1 = prevstateno = 20
trigger1 = time = 0
value = 1

[State anim]
type = ChangeAnim
trigger1 = anim!= 0+var(10)*10000 && anim!= 5+var(10)*10000
trigger2 = anim = 5+var(10)*10000 && animtime = 0
value = 0+var(10)*10000

[State vel]
type = velset
trigger1 = time = 0
y = 0

[State vel]
type = velset
trigger1 = abs(vel x) < 2
trigger2 = time = 4
x = 0

[Statedef 1]
type = S
movetype = I
physics = S
anim = ifelse((vel x)>0,20,21)+var(10)*10000

[State vel]
type = velset
trigger1 = time = 0
y = 0

[State end]
type = ChangeState
trigger1 = time = 4
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type = S
movetype = I
physics = S
sprpriority = 0

[State vel]
type = velset
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)
[State vel]
type = velset
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State anim]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = anim!= 20+var(10)*10000 && anim!= 5+var(10)*10000
trigger2 = anim = 5+var(10)*10000 && animtime = 0
value = 20+var(10)*10000

[State anim]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = anim!= 21+var(10)*10000 && anim!= 5+var(10)*10000
trigger2 = anim = 5+var(10)*10000 && animtime = 0
value = 21+var(10)*10000

;------------------------------------------------------------------
; Jump Start
[Statedef 40]
type = S
physics = S
anim = 40+var(10)*10000
ctrl = 0
sprpriority = 1
facep2 = 1

[State var]
type = varset
trigger1 = time = 0
sysvar(1) = 0
[State var]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State var]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[State anim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = sysvar(1)!= 0
value = ifelse(sysvar(1)=-1,51,50)+var(10)*10000
persistent = 0

[State vel]
type = velset
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State vel]
type = velset
trigger1 = animtime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;------------------------------------------------------------------
; Hi Jump
[Statedef 42]
type = S
physics = S
anim = 40+var(10)*10000
ctrl = 0
sprpriority = 1

[State 42]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State var]
type = varset
trigger1 = time = 0
sysvar(1) = 1
[State var]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[State vel]
type = velset
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))*1.75
y = const(velocity.jump.y)

[State image]
type = AfterImage
trigger1 = animtime = 0
time = 12
length = 20
paladd = -10,-10,-10
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State snd]
type = PlaySnd
trigger1 = animtime = 0
value = 102,0

[State 42]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type = A
physics = N
velset = 0,0
ctrl = 0

[State anim]
type = ChangeAnim
trigger1 = selfanimexist(44+var(10)*10000)
value = 44+var(10)*10000

[State anim]
type = ChangeAnim
trigger1 =!selfanimexist(44+var(10)*10000)
value = 41+var(10)*10000

[State var]
type = varset
trigger1 = time = 0
sysvar(1) = 0
[State var]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State var]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[State vel]
type = velset
trigger1 = time = 2
x = ifelse(sysvar(1)=0,const(velocity.airjump.neu.x),ifelse(sysvar(1)=1,const(velocity.airjump.fwd.x),const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State vel]
type = veladd
trigger1 = sysvar(1) = -1 && time = 2
trigger1 = facing = enemynear,facing
x = -2
y = -.5

[State image]
type = AfterImage
trigger1 = sysvar(1) = -1 && time = 2
trigger1 = facing = enemynear,facing
time = 12
length = 20
paladd = -10,-10,-10
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State snd]
type = PlaySnd
trigger1 = sysvar(1) = -1 && time = 2
trigger1 = facing = enemynear,facing
value = 102,0

[State end]
type = ChangeState
trigger1 = time = 2
value = 50
ctrl = 1

;------------------------------------------------------------------
; Jump Up
[Statedef 50]
type = A
physics = A

[State 50]
type = AssertSpecial
trigger1 = prevstateno = 42
flag = noairguard

[State var]
type = varset
trigger1 = time = 0
sysvar(1) = 0

[State anim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))+var(10)*10000

[State anim]
type = ChangeAnim
trigger1 = vel y > -2
trigger1 = selfanimexist(anim+3)
value = anim+3
persistent = 0

[State var]
type = varset
trigger1 = command!= "holdfwd" || command!= "holdback"
sysvar(1) = 0
[State var]
type = varset
trigger1 = anim = 41+var(10)*10000
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State var]
type = varset
trigger1 = anim = 41+var(10)*10000
trigger1 = command = "holdback"
sysvar(1) = -1
[State vel]
type = veladd
trigger1 = vel y > const(velocity.jump.y)/2
trigger1 = sysvar(1)!= 0
x = ifelse(sysvar(1)=1,.4,-.4)

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type = S
physics = S
ctrl = 0

[State vel]
type = velset
trigger1 = anim = 44+var(10)*10000 && time = 0
x = 0

[State anim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse((vel x)=0,47,ifelse((vel x)>0,48,49))+var(10)*10000

[State anim]
type = ChangeAnim
trigger1 =(prevstateno = [600,790])&& time = 0
value = 47+var(10)*10000
[State anim]
type = ChangeAnim
trigger1 =(prevstateno = [120,155])&& time = 0
value = 48+var(10)*10000
[State anim]
type = ChangeAnim
trigger1 = prevstateno = 1052 && time = 0
value = 49+var(10)*10000

[State vel]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State pos]
type = posset
trigger1 = 1
y = 0

[State ctrl]
type = ctrlset
trigger1 = time >= 9
value = 1

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
; Run Fwd
[Statedef 100]
type = S
physics = S
anim = 100+var(10)*10000
velset = 0,0
ctrl = 0
sprpriority = 1

[State 100]
type = AssertSpecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk

[State 100]
type = PlaySnd
trigger1 = animelem = 1,1
value = 100,ifelse(var(10)=1||fvar(10)>=2,10,0)
channel = 0

[State vel]
type = velset
trigger1 = animelem = 6,< 0
x = 0
[State vel]
type = velset
trigger1 = animelem = 6,>= 0
x = const(velocity.run.fwd.x)

[State ctrl]
type = ctrlset
trigger1 = animelem = 6
value = 1

[State 100]
type = ChangeState
trigger1 = command!= "holdfwd"
trigger2 = time = 28
value = 101

[Statedef 101]
type = S
physics = S
anim = 101+var(10)*10000
velset = 2,0
ctrl = 0

[State pos]
type = posset
trigger1 = 1
y = 0

[State vel]
type = velset
trigger1 = time = [0,9]
x = 2

[State ctrl]
type = ctrlset
trigger1 = facing!= enemynear,facing
trigger1 = time >= 18
value = 1

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
; Run Back
[Statedef 105]
type = A
movetype = I
physics = N
anim = 105+var(10)*10000
velset = 0,0
ctrl = 0
sprpriority = 1

[State image]
type = AfterImage
trigger1 =(prevstateno = [200,590])&& time = 0
time = 12
length = 20
paladd = -20,-20,-20
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State vel]
type = velset
trigger1 = animelem = 4
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State vel]
type = veladd
trigger1 = animelem = 4,>= 0
y = .45

[State 105]
type = PlayerPush
trigger1 = animelem = 4,>= 0
value = 0

[State land]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 106

; Run Back2 (land)
[Statedef 106]
type = S
movetype = I
physics = S
anim = 106+var(10)*10000
velset = 0,0
ctrl = 0

[State pos]
type = posset
trigger1 = time = 0
y = 0

[State snd]
type = PlaySnd
trigger1 = time = 1
value = 52,0

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
; Lose
[Statedef 170]
anim = 170+var(10)*10000

[State 170]
type = AssertSpecial
trigger1 = time = [0,100]
flag = roundnotover

[State 170]
type = PlaySnd
trigger1 = animelem = 3
value = 5300,random%3

;------------------------------------------------------------------
; Win１
[Statedef 180]
type = S
anim = 180+var(10)*10000
ctrl = 0

[State 180]
type = ChangeState
trigger1 = var(10) = 0 && fvar(10) = [2,3]
value = 10181

[State 180]
type = AssertSpecial
trigger1 = enemy,name!= "Shiki_Tohno"
trigger1 = time = [0,120]
trigger2 = enemy,name = "Shiki_Tohno"
trigger2 = time = [0,150]
flag = roundnotover

[State 180]
type = PlaySnd
trigger1 = animelem = 2
value = 180+var(10)*10000,random%3
channel = 0
[State 180]
type = PlaySnd
trigger1 = enemy,name = "Shiki_Tohno"
trigger1 = animelem = 2
value = 180,500
channel = 0

; Win２(紅赤主)
[Statedef 10181]
anim = 10181

[State var]
type = VarRandom
trigger1 = animelem = 1
v = 2
range = 0,2
[State 10181]
type = PlaySnd
trigger1 = animelem = 1
value = 10181,var(2)

[State 10181]
type = AssertSpecial
trigger1 = var(2) = 0 && time = [0,260]
trigger2 =(var(2) = [1,2])&& time = [0,160]
flag = roundnotover

[State explod]
type = Explod
trigger1 = animelem = 2
anim = 4810
pos = 12,10
bindtime = -1
sprpriority = 2
ownpal = 1

;------------------------------------------------------------------
; Winner
[Statedef 189]

[State helper]
type = Helper
trigger1 = numhelper(4890) = 0 && time = 0
name = "winner"
stateno = 4890
ID = 4890
ownpal = 1
supermovetime = 9999

[State 189]
type = AssertSpecial
trigger1 = time = [0,749]
flag = roundnotover
[State 189]
type = AssertSpecial
trigger1 = ishometeam = 0 && teamside = 1
flag = nomusic
[State snd]
type = PlaySnd
trigger1 = ishometeam = 0 && teamside = 1
trigger1 = time = 20
value = 189,ifelse(var(10)=1||fvar(10)>=2,10,0)
volume = 255

[State pal]
type = BGPalFX
trigger1 = time = 0
time = 104
sinadd = -64,-64,-64,208
ignorehitpause = 1
[State pal]
type = BGPalFX
trigger1 = time >= 52
time = 26
add = -64,-64,-64
sinadd = 64,64,64,104
ignorehitpause = 1

[Statedef 4890]
physics = N
anim = 4890
ctrl = 0

[State 4890]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State pos]
type = posset
trigger1 = 1
x = 0
y = 0

[State pal]
type = PalFX
trigger1 = time = 0
time = 20
add = -256,-256,-256
sinadd = 256,256,256,80
ignorehitpause = 1

[State var]
type = varset
trigger1 = time = 0
var(2) = random%7

[State face]
type = Explod
trigger1 = time = 0
anim = 5800+ifelse((root,var(10)=1||root,fvar(10)>=2),1,0)*10000
pos = 0,0
postype = left
bindtime = -1
scale = .5,.5
ontop = 1
[State explod]
type = Explod
trigger1 = time = 1
anim = 4890
postype = left
bindtime = -1
scale = 72,1
ontop = 1

[State snd]
type = PlaySnd
trigger1 = numexplod(9800) = 0 && time = 26
value = 9800,var(2)+ifelse((root,var(10)=1||root,fvar(10)>=2),10,0)
channel = 2
[State snd]
type = PlaySnd
trigger1 = enemynear,name = "Shiki_Tohno"
trigger1 = numexplod(9800) = 0 && time = 26
value = 9800,500+ifelse((root,var(10)=1||root,fvar(10)>=2),10,0)
channel = 2
[State snd]
type = PlaySnd
trigger1 = enemynear,name = "Hisui&Kohaku"
trigger1 = numexplod(9800) = 0 && time = 26
value = 9800,501
channel = 2
[State snd]
type = PlaySnd
trigger1 = enemynear,name = "Kohaku By Toshi"
trigger1 = numexplod(9800) = 0 && time = 26
value = 9800,502
channel = 2

[State snd]
type = PlaySnd
trigger1 = enemynear,name = "Shiki_Nanaya"
trigger1 = numexplod(9800) = 0 && time = 26
value = 9800,511
channel = 2
[State snd]
type = PlaySnd
trigger1 = enemynear,name = "Arcueid Brunestud"
trigger1 = numexplod(9800) = 0 && time = 26
value = 9800,512
channel = 2

[State message]
type = Explod
trigger1 = numexplod(9800) = 0 && time = 26
anim = 9800+ifelse((root,var(10)=1||root,fvar(10)>=2),1,0)*10000
ID = 9800
pos = 160,194
postype = left
bindtime = -1
scale = .5,.5
ontop = 1
ownpal = 1

;------------------------------------------------------------------
; Intro１
[Statedef 190]
type = S
physics = N
anim = 190+var(10)*10000
ctrl = 0

[State 190]
type = ChangeState
trigger1 = enemy,name = "Hisui&Kohaku"
trigger2 = enemy,name = "Kohaku By Toshi"
value = 6190

[State 190]
type = AssertSpecial
trigger1 = time = [0,90]
flag = intro

[State 190]
type = PlaySnd
trigger1 = animelem = 1,1
value = 190,ifelse(var(10)=1||fvar(10)>=2,10+random%3,random%5)
channel = 0
[State 190]
type = PlaySnd
trigger1 = var(10) = 1 || fvar(10) = [2,3]
trigger1 = enemy,name = "Shiki_Tohno"
trigger1 = animelem = 1,1
value = 190,510
channel = 0

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0

; Intro(vs琥珀)
[Statedef 6190]
anim = 0+var(10)*10000

[State anim]
type = ChangeAnim
trigger1 = time = 12
value = 6190

[State 6190]
type = AssertSpecial
trigger1 = time = [0,120]
flag = intro

[State 6190]
type = PlaySnd
trigger1 = anim = 6190 && animelem = 10
value = 6190,0
volume = 255

[State end]
type = ChangeState
trigger1 = anim = 6190 && animtime = 0
value = 0

;------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195+var(10)*10000
poweradd = 500
velset = 0,0
ctrl = 0

[State power]
type = TargetPowerAdd
trigger1 = time = 0
value = -500

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
; Get up from LieDown
[Statedef 5120]
type = L
movetype = I
physics = N
velset = 0,0

[State anim]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim!= [5111+var(10)*10000,5119+var(10)*10000]
trigger2 =!selfanimexist(5120+(anim%10))
value = 5120+var(10)*10000

[State anim]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111+var(10)*10000,5119+var(10)*10000]
trigger1 = selfanimexist(5120+(anim%10))
value = 5120+(anim%10)+var(10)*10000

[State hit]
type = NotHitBy
trigger1 = animelem = 6,< 0
value = SCA

[State 5120]
type = HitFallSet
trigger1 = animelem = 5
value = 1

[State ctrl]
type = ctrlset
trigger1 = animelem = 5,>= 0
value = 1

[State hit]
type = NotHitBy
trigger1 = animelem = 6
value = ,NT,ST
time = 1
[State hit]
type = NotHitBy
trigger1 = animelem = 6
value2 = SCA
time = 1

[State type]
type = StateTypeSet
trigger1 = animelem = 4
statetype = S

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State var]
type = varset
trigger1 = palno = 1
trigger1 = roundsexisted = 0
fvar(10) = 0
[State var]
type = varset
trigger1 = palno = [2,3]
trigger1 = roundsexisted = 0
fvar(10) = 1
[State var]
type = varset
trigger1 = palno = 4
trigger1 = roundsexisted = 0
fvar(10) = 2
[State var]
type = varset
trigger1 = palno = [5,6]
trigger1 = roundsexisted = 0
fvar(10) = 3
[State var]
type = varset
trigger1 = palno = 7 || name = "Akiha_Tohno_C"
trigger1 = roundsexisted = 0
fvar(10) = 4

[State var]
type = varset
trigger1 = 1
var(1) = 0
[State var]
type = varset
trigger1 = roundsexisted = 0
var(10) = palno = 7
[State var]
type = varset
trigger1 = 1
var(11) = 0

[State 5900]
type = null;ChangeState
trigger1 = roundsexisted = 0
trigger1 = teammode = turns
trigger1 = roundno >= 2
value = 5901
[State 5900]
type = ChangeState
trigger1 = roundno = 1
value = 190

[State anim]
type = ChangeAnim
trigger1 = roundno >= 2
trigger1 = anim!= 0+var(10)*10000
value = 0+var(10)*10000

[State CPU]
type = varset
trigger1 = var(10) = 0 && fvar(10) = [2,3]
trigger1 = var(59) = 1 && enemy,var(50) = 1
var(10) = 1
[State CPU]
type = ChangeState
trigger1 = var(10) = 0 && fvar(10) = [0,1]
trigger1 = var(59) = 1 && enemy,var(50) = 1
value = 2900

;------------------------------------------------------------------
; Armor mode (helper処理)
[StateDef 10000]
physics = N

[State anim]
type = ChangeAnim
trigger1 = 1
value = parent,anim
elem = parent,animelemno(0)

[State 10000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State bind]
type = BindToParent
trigger1 = 1

[State turn]
type = turn
trigger1 = facing!= parent,facing

[State hit]
type = NotHitBy
trigger1 = parent,movetype = H
value = SCA,AA,AP,AT
;ignorehitpause = 1
[State hit]
type = NotHitBy
trigger1 = parent,movetype!= H
value = ,AT
;ignorehitpause = 1

[State hit]
type = HitOverride
trigger1 = parent,movetype!= H
attr = SCA,AA,AP,AT
stateno = 10000
ignorehitpause = 1

[State end]
type = DestroySelf
trigger1 = parent,var(10) = 0

[StateDef 2940]
type = A
movetype = I
physics = N
anim = 2940
ctrl = 0

[State explod]
type = Explod
trigger1 = numexplod(2940) = 0 && parent,stateno!= 11301
anim = 2940
ID = 2940
bindtime = -1
removetime = -1
supermove = 1
sprpriority = 5

[State 2940]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State type]
type = StateTypeSet
triggerall = parent,numpartner = 0
triggerall = parent,var(10) = 1 && parent,movetype!= H
trigger1 = parent,p2dist x < 90 && parent,movetype!= A
trigger1 = parent,facing!= enemynear,facing
trigger1 = enemynear,stateno = 0 || enemynear,stateno = 20
trigger1 = enemynear,anim!= 5+var(10)*10000
movetype = A
[State type]
type = StateTypeSet
triggerall = parent,var(10) = 1 && parent,movetype!= H
triggerall = parent,facing!= enemynear,facing
trigger1 = parent,p2dist x >= 90 || parent,movetype = A
trigger2 = enemynear,stateno!= 0 && enemynear,stateno!= 20
movetype = I

[State hit]
type = HitDef
trigger1 = parent,var(10) = 1 && parent,p2dist x < 90 && parent,movetype!= A
trigger1 = parent,facing!= enemynear,facing
trigger1 = enemynear,stateno = 0 || enemynear,stateno = 20
attr = S,NT
hitflag = H-
animtype = back
sparkno = -1
ground.type = none
p2stateno = 5400
hitonce = 1
kill = 0
numhits = 0
attackdist = 0

[State bind]
type = BindToParent
trigger1 = parent,stateno!= 11300
time = 1

[State pal]
type = PalFX
trigger1 = parent,stateno = 11300 && parent,time = 0
time = 32
sinadd = -256,-256,-256,128
ignorehitpause = 1

[State pal]
type = PalFX
trigger1 = parent,stateno = 11300 && parent,time>= 16
trigger2 = parent,stateno = 11301
time = 32
add = -256,-256,-256
sinadd = 256,256,256,128
ignorehitpause = 1

[State pal]
type = PalFX
trigger1 = time = 0
trigger2 =(parent,stateno = [11302,11304])&& parent,time = 0
time = 32
add = -256,-256,-256
sinadd = 256,256,256,128
ignorehitpause = 1

[State explod]
type = RemoveExplod
trigger1 = parent,stateno = 11301
ID = 2940

[State type]
type = StateTypeSet
trigger1 = parent,var(10) = 0
movetype = I
ignorehitpause = 1
[State 2940]
type = ChangeState
trigger1 = parent,var(10) = 0
value = 4701

[StateDef 4701]
movetype = I
anim = 2940

[State 2941]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State bind]
type = BindToParent
trigger1 = time < 16
time = 1

[State pal]
type = PalFX
trigger1 = time = 0
time = 32
sinadd = -256,-256,-256,128
ignorehitpause = 1
[State pal]
type = PalFX
trigger1 = time >= 16
time = 32
add = -256,-256,-256
sinadd = 256,256,256,128
ignorehitpause = 1

[State explod]
type = RemoveExplod
trigger1 = time >= 16
ID = 2940
[State end]
type = DestroySelf
trigger1 = time >= 16

;------------------------------------------------------------------
[Statedef 5400]
physics = U
ctrl = 1

[State 5400]
type = AssertSpecial
trigger1 = 1
flag = nostandguard

[State var]
type = varadd
trigger1 = p1name = "Akiha_Tohno"
trigger1 = var(0) < 64
var(0) = 4

[State life]
type = lifeadd
trigger1 = time = 0
value = -2
kill = 0

[State power]
type = poweradd
trigger1 = time = 0
value = -5

[State end]
type = SelfState
trigger1 = time = 0
value = prevstateno
ctrl = 1
