;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 34300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10043
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

;---------------------[超必殺技演出]
[State 1]
type = NotHitBy
trigger1 = 1
value =  SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 75
movetime = 75
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 10044
sprpriority = 0
postype = p1
pos = 1,-136
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10045
sprpriority = -1
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0 || time = 5 || time = 10 || time = 15 || time = 20 || time = 25 || time = 30
anim = 10046
sprpriority = 1
postype = p1
pos = 1,-136
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 75
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,5

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 10000,6

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 10000,7

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 10000,8
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 43
value = 10000,9
volume = 250

[State 1000, 5]
type = Explod
trigger1 = time = 76
anim = 10049
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 76
value = 2562,20

[State 4000]
type = allpalfx
trigger1 = Time = 43
add = 0, 0, 0
sinadd = 255,255,255,200
time = 100
invertall = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = facing = -1
x = 40
y = -20

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = facing = 1
x = -40
y = -20

[state a]
type = changestate
trigger1 = animtime = 0
value = 34310
;---------------------------------------------------------------
; 2nd Master Hyper : Empty World (Middle)
;---------------------------------------------------------------
[Statedef 34310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10060
sprpriority = 2
ontop = 1
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 30888
sprpriority = 156
postype = p1
pos = 50,-80
bindtime = -1
supermove = 1
scale = 0.5,1.35
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 30777
sprpriority = 156
postype = p1
pos = 70,-80
bindtime = -1
supermove = 1
scale = 0.5,1
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 30666
sprpriority = 156
postype = p1
pos = 70,-80
scale = 0.5,1
bindtime = -1
supermove = 1
ontop = 0
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10053
sprpriority = 156
postype = p1
pos = 70,-80
scale = 0.3,1
bindtime = -1
supermove = 1
ontop = 0
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 33994
sprpriority = 156
postype = p1
pos = 70,-80
scale = 0.3,0.6
bindtime = -1
supermove = 1
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10065
sprpriority = 156
postype = p1
pos = 120,-80
scale = 1,1
bindtime = -1
supermove = 1
ontop = 0
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10065
sprpriority = 156
postype = p1
pos = 20,-80
scale = 1,1
bindtime = -1
supermove = 1
ontop = 0
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10065
sprpriority = 156
postype = p1
pos = 70,-130
scale = 1,1
bindtime = -1
supermove = 1
ontop = 0
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10065
sprpriority = 156
postype = p1
pos = 70,-30
scale = 1,1
bindtime = -1
supermove = 1
ontop = 0
removetime = 160
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10060
sprpriority = 999
postype = P1
pos = 0,0
bindtime = -1
supermove = 1
ontop = 0
ownpal = 1

[State 3350]
type = screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1]
type = NotHitBy
trigger1 = 1
value =  SCA

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nokoslow

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 251
movetime = 251
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10061
sprpriority = 120
postype = back
pos = 0,0
bindtime = -1
supermove = 1
ontop = 0
removetime = 290
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 10050
sprpriority = 131
postype = p1
pos = 0,-75
vel = 0,0
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 33997
sprpriority = 141
ontop = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 1

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(14) = 15
ignorehitpause = 1
time = 20
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(14) = 15
anim = 10051
ontop = 0
sprpriority = 143
postype = p1
pos = -10,-5
bindtime = -1
supermove = 1
;trans = add
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(14) = 15
anim = 10052
ontop = 0
sprpriority = 144
postype = p1
pos = 10,5
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130
anim = 10044
sprpriority = 142
postype = p1
pos = -60,-120
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130 || time = 135 || time = 140 || time = 145 || time = 150 || time = 155 || time = 160
anim = 10046
sprpriority = 148
postype = p1
pos = -60,-120
ontop = 0
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 110
anim = 10044
sprpriority = 142
postype = p1
pos = -20,-100
bindtime = -1
ontop = 0
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 110 || time = 115 || time = 120 || time = 125 || time = 130 || time = 135 || time = 140
anim = 10046
sprpriority = 148
postype = p1
pos = -20,-100
ontop = 0
bindtime = 1
supermove = 1
ownpal = 1

[State 2000, 6]
type = PlaySnd
triggerall = time <= 240
trigger1 = (gameTime%40) = 1
value = 10000,10

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = 10000,5

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 120
value = 10000,6

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 130
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 130
value = 10000,5

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 140
value = 10000,6

[State 2000, 6]
type = PlaySnd
trigger1 = time = 110
value = 2200,0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 160
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 130
value = 2100,0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 180
value = 2100,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 165
value = 10000,11
volume = 250
channel = 9

[state 2637]
type = velset
trigger1 = time = 170
x = -20

[State 2632]
type = EnvShake
triggerall = time >= 180
triggerall = time <= 240
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2632]
type = EnvShake
triggerall = time >= 250
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 85
phase = 85

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(14) = 15
value = 10000,12

[State 2000, 6]
type = PlaySnd
trigger1 = time = 24
value = 2562,20

[State 3040, 7]
type = EnvColor
triggerall = time >= 180
triggerall = time <= 240
trigger1 = (GameTime%6) = 1
ignorehitpause = 1
time = 3
value = 255,255,255
under = 0

[State 3040, 7]
type = EnvColor
trigger1 = time = 160
ignorehitpause = 1
time = 12
value = 255,255,255
under = 0

[State 4000]
type = allpalfx
trigger1 = Time = 210
add = 0, 0, 0
sinadd = -255,-255,-255,100
time = 50
invertall = 0

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 10053
sprpriority = 156
postype = p1
pos = 50,-90
bindtime = -1
supermove = 1
scale = 0.5, 1.1
removetime = 120
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 10054
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 10055
sprpriority = 158
postype = p1
pos = 40,-90
bindtime = -1
supermove = 1
ontop = 0
removetime = 90
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 10056
sprpriority = 158
postype = p1
pos = 110,-80
bindtime = -1
supermove = 1
scale = 7, 1.5
ontop = 0
removetime = 90
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 10056
sprpriority = 158
postype = p1
pos = 220,-80
bindtime = -1
supermove = 1
scale = 7, 1.5
ontop = 0
removetime = 90
ownpal = 1

[state a]
type = posset
trigger1 = time = 245
trigger1 = facing = -1
x = 40
y = -20

[state 2637]
type = velset
trigger1 = time = 245
x = 0

[state a]
type = posset
trigger1 = time = 245
trigger1 = facing = 1
x = -40
y = -20

[State 1000, 5]
type = Explod
trigger1 = time = 240
anim = 10057
sprpriority = 999
postype = back
scale = 1.05,1.05
pos = -5,-5
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 10058
projhitanim = -1
projid = 10058
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 10058
projhitanim = -1
projid = 10058
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
kill = 0
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = time >= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 10058
projhitanim = -1
projid = 10058
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 34343

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 650
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 10058
projhitanim = -1
projid = 10058
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 2635

[state a]
type = posset
trigger1 = animtime = 0
x = 0
y = 0

[State 4000]
type = allpalfx
trigger1 = Time = 660
add = 0, 0, 0
sinadd = 255,255,255,300
time = 150
invertall = 0

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 34325
;---------------------------------------------------------------
; 2nd Master Hyper : Empty World (End)
;---------------------------------------------------------------
[Statedef 34325]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10059
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 10049
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 2562,20

[State 10000, sombras]
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 3020]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 8000,3
volume = 250
channel = 10

[State 2632]
type = Explod
trigger1 = Time = 10
anim = 14524
id = 14524
sprpriority = 9999999999
postype = p1
pos = 0,-170
;scale = 0.7,0.7
bindtime = -1
removetime = 610
persistent = 0
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = Explod
trigger1 = Time = 620
anim = 14525
id = 14525
sprpriority = 9999999999
postype = p1
pos = 0,-170
bindtime = -1
removetime = 10
persistent = 0
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

;effect
[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8006
id = 8006
sprpriority = 9999999999
postype = p1
pos = 0,-170
scale = 0.7,0.7
bindtime = -1
persistent = 0
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 3013
id = 3013
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 3012
id = 3012
sprpriority = 99999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
scale = 1.1,1.1
ownpal = 1
ontop = 1
trans = add

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,380]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,380]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0

[State 1]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [20,380]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = palno = 12
triggerall = numtarget
trigger1 = time = [20,380]
trigger1 = (GameTime%3) = 1
value = 2636

[State 1]
type = targetLifeAdd
trigger1 = numtarget
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[state a]
type = changestate
trigger1 = time >= 410
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;;***************************************************************************
;===========================================================================
; Luminescence
;===========================================================================
;***************************************************************************
;---------------------------------------------------------------------------

[Statedef 2631]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 2200
ctrl = 0
sprpriority = 99

[state 2630]
type = varset
trigger1 = palno = 12 && time = 0
v = 5
value = (palno=12&&power>=(0.4*Const(data.power)))*1

[State 2630]
type = powerAdd
trigger1 = palno = 12 && time = 1 && (var(5) = 1)
value = (-0.4*Const(data.power))

[State 2631]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2631]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2631]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3500
id = 2209
sprpriority = -10
postype = left
pos = 0,0
bindtime = -1
ownpal = 1
under = 99
SuperMove = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
scale = 3.0,3.0

[State 2631]
type = Explod
trigger1 = time = 1
anim = 22172
sprpriority = -1
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2631]
type = Explod
trigger1 = Time = 11
anim = 22173
sprpriority = 101
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2631]
type = Explod
trigger1 = Time = 15
anim = 22174
sprpriority = -4
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2631]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2631]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2631]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2631]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[state 2631]
type = changestate
trigger1 = animtime = 0
value = 2632

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

[Statedef 2632]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2205
sprpriority = 99
ctrl = 0


;=================================================================================
;=================================================================================
[state 19401];紋章背景
type = Explod
trigger1 = Time = 0
anim = 3543
id = 3543
;sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
;ontop = 1
trans = add
scale = 1,1
removetime = 250
ignorehitpause = 1
supermovetime = 999999999999999
pausemovetime = 999999999999999

;=================================================================================
;=================================================================================



[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8015
id = 8015
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8008
id = 8008
sprpriority = -999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 2632]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2632]
type = PlaySnd
trigger1 = Time = 0
value = 2500,7
volume = 250
channel = 13

[State 2632]
type = EnvShake
trigger1 = time >= 350 && (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = Time = 180 || time = 330
anim = 3500
id = 2209
sprpriority = -10
postype = left
pos = 0,0
bindtime = -1
ownpal = 1
under = 99
SuperMove = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
scale = 3.0,3.0



[State 2632]
type = Explod
trigger1 = Time = 0
anim = 3073
id = 3073
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2632]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 350 && (GameTime%30) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 2632
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhit = 0
animtype  = hard
damage    = 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,10
guard.pausetime = 9,10
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = (IfElse(!(enemynear,statetype=S&&enemynear,statetype=C),2640,2639))

[State 2632]
type = Projectile
trigger1 = time >= 350 && time <= 550
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 1073
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(((0.0001+((var(1)=1)*0.00015))+((palno=12)*0.02)+((palno=12&&(var(5)=1))*100.0))*enemy,Const(data.life))
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 2632]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3050
projhitanim = -1
projid = 3050
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = -99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
getpower = 10,0
givepower = -9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2632]
type = AttackDist
trigger1 = 1
value = 0

[State 2632]
type = ReversalDef
trigger1 = palno = 12 && time <= 550
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7, hit
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = IfElse((time <= 350),(IfElse(!(enemynear,statetype=S&&enemynear,statetype=C),2640,2639)),72001)

[State 2632]
type = Explod
triggerall = palno = 12
trigger1 = target,stateno = 72001 && enemyNear,time = 0
anim = IfElse((var(54)= 1),(22109 + (random%8)),22111)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 2632]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 72001 && enemyNear,time = 0
value = 1

[State 2633]
type = EnvColor
trigger1 = time = 540
time = 20
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1


[state 2632]
type = changestate
trigger1 = time >= 550
value = 2633

;---------------------------------------------------------------------------
; ヘルパ?
;---------------------------------------------------------------------------

[Statedef 2218]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3037

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2217]
type = BindToParent
trigger1 = 1
pos = 0,0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2218
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2217]
type = PlaySnd
trigger1 = movehit = 1
value = 4000,6
volume = -40
channel = 6

[State 2217]
type = Envcolor
trigger1 = movehit = 1
time = 1
value = 200,200,200
under = -2

[State 2217]
type = HitDef
trigger1 = time = 0
trigger1 = root,time <= 102
trigger2 = movecontact = 2
trigger2 = hitcount <= 32
trigger2 = root,time <= 102
attr = S, HP
animtype  = hard
damage    = Ceil(0.027 * enemy,Const(data.life)),5
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = HitDef
trigger1 = root,time = 105
attr = S, HP
animtype  = diagup
damage    = Ceil(0.0015 * enemy,Const(data.life)),4
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
guard.velocity = -1.2
air.velocity = -8,-8
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[state 2217]
type = destroyself
trigger1 = hitcount >= 35
trigger2 = root,stateno != 2216

;---------------------------------------------------------------------------
;壁
;---------------------------------------------------------------------------

[Statedef 2219]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2219
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),4.2,0)

[state 2219]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 2219]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 2219]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = root,stateno != 2216

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

[Statedef 4007]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 4007]
type = destroyself
trigger1 = ishelper

[State 4007]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4007]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 4007]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4007]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 4007]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.35,-0.35)
y = -0.25

[state 4007]
type = veladd
trigger1 = 1
y = 0.002

[State 4007]
type = changestate
trigger1 = time >= 11
value = 10381

;---------------------------------------------------------------------------
;相手落下
;---------------------------------------------------------------------------

[Statedef 10381]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[state 10381]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 10381]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10381]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[State 10381]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10381]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10382]
type    = L
movetype= H
physics = N

[State 10382]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10383]
type    = L
movetype= H
physics = N

[State 10383]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="Ancient Gear"&&enemynear,var(59)=1)*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999999
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 169999]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169999]
type = destroyself
trigger1 = ishelper

[State 169999]
type = Envcolor
trigger1 = time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 169999]
type = lifeset
trigger1 = IfElse((enemynear,name="Ancient Gear"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="Ancient Gear"&&enemynear,var(48)>=3),0,life-(Ceil(0.012*Const(data.life))))

[State 169999]
type = lifeset
trigger1 = enemynear,name="Ancient Gear"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169999]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169999]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 169999]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169999]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169999]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169999]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169999]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.01,-0.01)
y = -0.02

[state 169999]
type = veladd
trigger1 = 1
y = 0.002

[State 169999]
type = changestate
trigger1 = time >= 5
value = 10381

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

[Statedef 190001]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 190001]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 190001]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 190001]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 190001]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 190002
ctrl = 0

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

[Statedef 190002]
type    = S
movetype= I
physics = S

[State 190002]
type = ChangeAnim
trigger1 = time = 0
value = 11

[State 190002]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 190002]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 190002]
type = posset
trigger1 = 1
y = 0

[state 190002]
type = changestate
trigger1 = time>=5
value = 190003

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

[Statedef 190003]
type    = S
movetype= I
physics = S

[State 190003]
type = ChangeAnim
trigger1 = time = 0
value = 12

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 190002]
type = posset
trigger1 = 1
y = 0

[State 190003]
type = ChangeState
trigger1 = animtime=0
value = 190010

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

[Statedef 190010]
type    = S
movetype= I
physics = S

[state 190010]
type = posset
trigger1 = 1
y = 0

[State 190010]
type = turn
trigger1 = p2dist x< 0
value = 1

[State 190010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 190010]
type = ChangeState
trigger1 = ifelse(ishelper,(enemy,stateno=[170,190])||time>=600,time>=10)
value = ifelse(ishelper,180-((!win)*10),0)
ctrl = (!ishelper)

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------

[Statedef 2633]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 99

[State 2633]
type = EnvColor
trigger1 = time = 0
time = 10
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1

[State 2633]
type = AssertSpecial
trigger1 = AnimElemtime(5) <= 0
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state 2633]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;Move
[statedef 2203]
type = S
movetype = A
physics  = S
juggle   = 8
anim = 22
ctrl = 0
sprpriority = 2
velset = 0,0
[state ]
type = playsnd
trigger1 = time = 0
value = 2100,0
[state ]
type = width
trigger1 = time = 0
edge = 50,0
[state ]
type=velset
trigger1=time>11
x=12
[state ]
type = projectile
trigger1 = 1
projanim = 22151
projremove = 1
projid = 10078
projremovetime = 1
attr = S,SA
damage = 0, 0
animtype = Hard
hitflag = MAFDL
guardflag = MA
priority = 3, Hit
pausetime = 0, 0
guard.pausetime = 5,6
sparkno = -1
guard.sparkno = s7016
sparkxy = 0, -60
hitsound = s800,0
guardsound = s120,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0
air.type = High
air.velocity = -3,-3
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 22033
p2stateno = 1630
[state ]
type = ChangeState
trigger1 = Time = 50
value = 106

[statedef 22033]
type = S
movetype = A
physics  = S
juggle   = 8
anim = 2203
ctrl = 0
sprpriority = 2
velset = 0,0
[state ]
type = explod
trigger1 = time > 0
anim = 10045
sprpriority = 2147483647
trans = sub
postype = p1
pos = -17,-66
random = 40,40
scale = .15,.15
vel = -4+ (random%7),-4+ (random%7)
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = explod
trigger1 = time > 0
anim = 10045
sprpriority = 2147483647
postype = p1
pos = -17,-66
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
scale = .35,.35
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = explod
trigger1 = time > 0
anim = 10025
sprpriority = 2147483647
trans = sub
postype = p1
pos = -17,-66
random = 40,40
scale = .15,.15
vel = -4+ (random%7),-4+ (random%7)
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = explod
trigger1 = time > 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = -17,-66
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
scale = .35,.35
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = explod
trigger1 = time > 0
anim = 10025
sprpriority = 2147483647
trans = sub
postype = p1
pos = -17,-66
random = 40,40
scale = .55,.55
vel = -4+ (random%7),-4+ (random%7)
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = explod
trigger1 = time > 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = -17,-66
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
scale = .75,.75
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = Width
trigger1 = time <= 5
edge = 100,0
[state ]
type = Width
trigger1 = time >= 6
edge = 70,0
[state ]
type = Velset
trigger1 = time > 0
x = 12
[state ]
type = TargetBind
trigger1 = time = 0
pos = 0,0
[state ]
type = TargetBind
trigger1 = time >= 1
pos = -17,-66
[state ]
type = ChangeState
trigger1 = time >= 6
trigger1 = FrontEdgeDist <= 90
trigger2 = time >= 180
value = 2204



[statedef 2204]
type = S
movetype = A
physics  = S
juggle   = 8
anim = 2204
ctrl = 0
sprpriority = 2
velset = 0,0
[state ]
type = Width
trigger1 = time = 0
edge = 40,0
[state ]
type = velset
trigger1 = 1
x = 0
[state 2204]
type=envshake
trigger1 = time > 4
trigger1 = time < 89
trigger1 = gametime%5 = 0
time=8
ampl=16
freq=150
phase=150
ignorehitpause=1
[state ]
type = playsnd
trigger1 = time > 4
trigger1 = time < 89
trigger1 = gametime%5 = 0
value = s4000,20
freqmul = 1.3
volume = 220
[state ]
type = playsnd
trigger1 = time > 4
trigger1 = time < 89
trigger1 = gametime%3 = 0
value = s4000,15
freqmul = 1.2
volume = 220
[state ]
type = explod
trigger1 = time > 4
trigger1 = time < 89
trigger1 = gametime%2 = 0
anim = 3526
ownpal = 1
random = 60,90
sprpriority = 5
pos=67,-77
scale = .35,.35
[state ]
type = explod
trigger1 = time > 4
trigger1 = time < 89
trigger1 = gametime%5 = 0
trans = sub
anim = 10015
ownpal = 1
random = 60,90
sprpriority = 5
pos=67,-57
scale = .95,.95
[state ]
type = explod
trigger1 = time > 4
trigger1 = time < 89
trigger1 = gametime%5 = 0
anim = 3005
ownpal = 1
random = 60,90
sprpriority = 5
pos=67,-77
scale = .45,.45
[state ]
type = explod
trigger1 = time > 4
trigger1 = time < 89
anim = 10031
trans = sub
ownpal = 1
random = 70,100
sprpriority = 5
pos=67,-77
scale = .35,.35
[state ]
type = explod
trigger1 = time > 4
trigger1 = time < 89
anim = 10031
ownpal = 1
random = 100,160
sprpriority = 5
pos=67,-77
scale = .35,.35
[state ]
type = hitadd
trigger1 = time > 4
trigger1 = time < 89
trigger1 = gametime%3 = 0
value = 1
[state ]
type = targetlifeadd
trigger1 = time > 4
trigger1 = time < 89
trigger1 = gametime%3 = 0
value = -15
[state ]
type = playsnd
trigger1 = time = 152||time = 172||time = 192
value = s4000,20
volume = 220
freqmul = .8
[state ]
type = playsnd
trigger1 = time = 152||time = 172||time = 192
value = s4000,15
volume = 220
[state ]
type = explod
trigger1 = time = 152||time = 172||time = 192
anim = 24466
ownpal = 1
sprpriority = 5
trans = sub
pos=66,-85
scale = .55,.55
[state ]
type = explod
trigger1 = time = 152||time = 172||time = 192
anim = 3005
ownpal = 1
sprpriority = 5
pos=66,-85
scale = .75,.75
[state ]
type = explod
trigger1 = time = 152||time = 172||time = 192
anim = 3005
ownpal = 1
sprpriority = 5
pos=66,-85
scale = .25,.25
trans = sub
[state ]
type = explod
trigger1 = time = 152||time = 172||time = 192
anim = 3005
ownpal = 1
sprpriority = 5
pos=66,-85
scale = .5,.5
[state ]
type = explod
trigger1 = time = 152||time = 172||time = 192
trans = sub
anim = 3526
ownpal = 1
sprpriority = 5
pos=66,-85
scale = .55,.55
[state ]
type = explod
trigger1 = time = 152||time = 172||time = 192
anim = 10045
ownpal = 1
sprpriority = 5
pos=66,-85
scale = 1.55,1.55
[state ]
type = explod
trigger1 = time > 152
anim = 10031
ownpal = 1
sprpriority = 5
vel = -2 + random%5,-2 + random%5
trans = sub
pos=66,-85
scale = .05,.05
[state ]
type = explod
trigger1 = time > 152
anim = 10031
ownpal = 1
sprpriority = 5
vel = -2 + random%5,-2 + random%5
pos=66,-85
scale = .25,.25
[state ]
type = Explod
trigger1 = time > 152
anim = 10025
sprpriority = 2147483647
trans = sub
ownpal = 1
ontop = 1
postype = p1
pos=66,-85
random = 30,30
vel = -8 + random%13,-8 + random%13
scale = 0.15,0.15
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = Explod
trigger1 = time > 152
anim = 10025
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos=66,-85
random = 20,20
vel = -6 + random%10,-6 + random%10
scale = 0.5,0.5
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = Explod
trigger1 = time > 152
anim = 10025
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos=66,-85
random = 10,10
vel = -5 + random%8,-5 + random%8
trans = sub
scale = 0.05,0.05
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = Explod
trigger1 = time > 152
anim = 10025
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos=66,-85
random = 30,30
vel = -4 + random%9,-4 + random%9
scale = 0.15,0.15
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = Explod
trigger1 = time > 152
anim = 10025
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos=66,-85
random = 20,20
vel = -3 + random%7,-3 + random%7
trans = sub
scale = 0.5,0.5
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = Explod
trigger1 = time > 152
anim = 10025
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos=66,-85
random = 10,10
vel = -2 + random%5,-2 + random%5
scale = 0.05,0.05
pausemovetime = 2147483647
supermovetime = 2147483647
[state ]
type = hitadd
trigger1 = time = 158||time = 178||time = 198
value = 1
[state ]
type = targetlifeadd
trigger1 = time = 158||time = 178||time = 198
value = -85
[state ]
type=envshake
trigger1 = time = 158||time = 178||time = 198
time=8
ampl=16
freq=150
phase=150
ignorehitpause=1
[state ]
type = TargetState
trigger1 = time = 198
value = 1635
[state ]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 60,-75
[state ]
type = TargetBind
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(5) < 0
pos = 93,-75
[state ]
type = explod
trigger1 = time = 130
anim = 10045
ownpal = 1
sprpriority = 5
pos=66,-85
scale = .25,.25
[state ]
type = playsnd
trigger1 = time = 130
value = 1500,0
volume = 250
[state ]
type = playsnd
trigger1 = time = 126
value = 801,0
freqmul = 1.4
volume = 250
[state ]
type = changestate
trigger1 = animtime = 0
value = 106

;---------------------------------------------------------------------------
;ダーク・フレア（ダージャ）
;---------------------------------------------------------------------------

[Statedef 2500]
type    = S
movetype= A
physics = N
poweradd = -3000
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State 2300]
type = varset
trigger1 = 1&&time=0
fv = 13
value = 1
ignorehitpause = 99999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1



[State 1000, 5]
type = Explod
trigger1 = time = 10 || time = 15 || time = 20 || time = 25 || time = 30 || time = 35 || time = 40 || time = 44
anim = 28115
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
;Alpha = 0,256

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = null;Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = null;Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 99999999
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 99999999
time = 50
value = 255,255,255
under = 2

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume = 150

[State 2300]
type = null;PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2300]
type = null;PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2300]
type = null;PlaySnd
trigger1 = Time = 8
value = 2563,4

[State 2000, 6]
type = null;PlaySnd
trigger1 = time = 1
value = 9999,0
volume = 255
freqmul = 0.7

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 10000,4
freqmul = 0.9
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 22212,2
volume = 255
freqmul = 0.9

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State ]
type = Explod
trigger1 = Time = 0
anim = 8001
id = 8001
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 1.1,1.1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 10
value = 0,0,0
under = 2

[State 23000]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 23000]
type = varadd
trigger1 = palno=12&&time<160&&fvar(17)!=0
fv = 15
value = (stateno=23000)
ignorehitpause = 99999999
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = varset
trigger1 = palno=12&&time<160&&enemy,movereversed
fv = 17
value = (stateno=23000)
ignorehitpause = 99999999
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 200

[State 23000];ダージャ音1
type = PlaySnd
trigger1 = Time = 0
value = 4000,18
volume = 255

[State 23000];ダージャ音2
type = PlaySnd
trigger1 = Time = 200
value = 4000,1
volume = 255
freqmul = 1.1

[State 23000];
type = PlaySnd
trigger1 = Time = 0
value = 31500,0
volume = 255
channel = -1

[State 23000];
type = PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 255
channel = -1

[State 23000];ダージャエフェクト1
type = Explod
trigger1 = Time = 0
anim = 12991
id = 12991
sprpriority = 99999999999999999999999999999999999999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 23000];ダージャエフェクト1
type = null;Explod
trigger1 = Time = 0
anim = 12991
id = 12991
sprpriority = 99999999999999999999999999999999999999999999
postype = right
pos = 0,0
facing = -1
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2300]
type = Explod
trigger1 = time = 0
anim = 110008
sprpriority = 999999999999999999999999999999999999999999999
postype = back
pos = -65,290
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.6
trans = add
removetime = 480

[State 2300]
type = Explod
trigger1 = time = 0
anim = 110009
sprpriority = 999999999999999999999999999999999999999999999
postype = back
pos = -65,290
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.6
trans = add
removetime = 480

[State 2632]
type = EnvShake
trigger1 = (GameTime%10) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = fvar(16)!=1&&(time=[20,480])&&(GameTime%3) = 1
trigger2 = fvar(16)!=0&&(time=[180,480])&&(GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  =  99999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = -99999999999999999999999999999999999999999999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0  
palfx.invertall = 1       
palfx.color = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,480]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 9999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = 0-((palno = 12)*99999999999999999999999999999999999999999999999999)
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0
palfx.invertall = 1       
palfx.color = 0
p2stateno = 2635

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3067
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = 99999999999999999999999999999999999999999999
getpower = 0,0
givepower = -99999999999999999999999999999999999999999999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0 
palfx.invertall = 1       
palfx.color = 0
p2stateno = 2636

[State 23000]
type = Projectile
trigger1 = time = [20,480]
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 3064
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(random%99999999999999999999999999999999999999)+99999999999999999999999999999999999999
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0
palfx.invertall = 1       
palfx.color = 0
p2stateno = 2636

[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[State 23000]
type = null;ReversalDef
triggerall = palno = 12
trigger1 = time <= 220
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636
ignorehitpause = 99999999
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2000];
type = ReversalDef
trigger1 = time > 100
trigger1 = time <= 480
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 35000000
pausetime = 0,5
ignorehitpause = 99999999

[state 1]
type = targetstate
triggerall = palno = 12
trigger1 = roundstate>=3&&numtarget&&!enemy,alive&&!enemy,ishelper
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2636

[State 0 ]
type = targetState
trigger1 = roundstate>=3&&numtarget&&!enemy,alive&&!enemy,ishelper
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
value = 169994
ignorehitpause = 9999999999999

[State 1]
type = targetLifeAdd
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = -9999999999999999999999
absolute = 1
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 4000]
type = allpalfx
trigger1 = Time = 0
add = 0, 0, 0
sinadd = -255,-255,-255,100
time = 50
invertall = 0

[State 4000]
type = allpalfx
trigger1 = Time = 435
add = 0, 0, 0
sinadd = -280,-280,-280,200
time = 100
invertall = 0

[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
trans = add

[state 23000]
type = changestate
trigger1 = time >= 480
value = 23001

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1














;---------------------------------------------------------------------------
; 吸い寄せ
;---------------------------------------------------------------------------

[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2300
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22165
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22166
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000]
type = PlaySnd
trigger1 = Time = 1
value = 2563,0

[State 2000]
type = PlaySnd
trigger1 = Time = 20
value = 2562,34

[state a]
type = changestate
trigger1 = animtime = 0
value = 2301

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0



[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8015
id = 8015
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = (((var(1) = 1)*50)+10)

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0

[State 2900, 1]
type = helper
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) >= 128
;trigger1 = 
v = 19
value = -3

[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 1]
type = Projectile
trigger1 = time >= 0
trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, NA
projanim = 22153
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 2310
p2stateno = 2010
p2facing = 1 
kill = 0

[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0

[state a]
type = changestate
trigger1 = time = 170
value = 2302

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------

[Statedef 2302]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

[state a]
type = varadd
trigger1 = var(19) <= 254
;trigger1 = 
v = 19
value = 5

[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヒット
;---------------------------------------------------------------------------

[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

[state a]
type = varadd
trigger1 = var(19) > 5
trigger1 = animelem = 10,<=0
v = 19
value = -5

[state a]
type = varadd
trigger1 = var(19) <= 254
trigger1 = animelem = 19,>=0
v = 19
value = 5

[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 7 || AnimElem = 18
attr = S, NA
projanim = 22157
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 15
postype = p1
offset = 10,0
velocity = 0
animtype  = Light
damage    = Ceil((IfElse((var(29) < 1),0.05,0.015)) * enemy,Const(data.life))
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -89 
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 22109 + var(35)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14

[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.25 * enemy,Const(data.life)) - 5
absolute = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げられている相手1
;---------------------------------------------------------------------------

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手2
;---------------------------------------------------------------------------

[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手3
;---------------------------------------------------------------------------

[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手4
;---------------------------------------------------------------------------

[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .3

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 13121]
type = lifeadd
trigger1 = life <= 50
value = -9999999
absolute = 1

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;壁
;---------------------------------------------------------------------------

[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state a]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state a]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 1000, 0]
type = velset
trigger1 = 1
x = 5

[state a]
type = destroyself
trigger1 = root,stateno != 2301

;---------------------------------------------------------------------------
; ？？？？？？？？・オロチMAX超
;---------------------------------------------------------------------------

[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2400
ctrl = 0

[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State 1]
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 24
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 22167
sprpriority = -3
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 24
anim = 22168
sprpriority = 20
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 24
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 27
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 25
value = 2563,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 44
value = 2563,2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2563,4

[State 3040, 7]
type = EnvColor
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 2900, 1];
type = helper
trigger1 = animelem = 7
id = 2401
persistent = 0
name = "???"
pos = 100+var(5)*100,-93
postype = p1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = var(20) = 1
value = 2405

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 成功
;---------------------------------------------------------------------------

[Statedef 2405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2405
sprpriority = 35
ctrl = 0

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 11,<=0
;persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 2300,1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ヘルパー
;---------------------------------------------------------------------------

[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2401

[State 2002]
type = PlaySnd
trigger1 = animelem = 12
value = 2563,3

[State 2002]
Type = AngleDraw
Trigger1 = AnimElemTime(12) = [1,40]
Scale = 1.0,1.0

[State 2002]
Type = AngleAdd
Trigger1 = AnimElemTime(12) = [1,40]
Value = -7

[state 2002]
type = velset
trigger1 = AnimElemTime(12) = [1,40]
x = ((root,var(1) = 1)*1)+1

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 2
y = -(((root,var(1) = 1)*1)+1)

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 3
y = (((root,var(1) = 1)*1)+1)

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 0
y = 0

[state 2002]
type = velset
trigger1 = AnimElemTime(12) != [1,40]
x = 0


[State 2793]
type = null;Trans
trigger1 = 1
trans = add

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 2]
type = Projectile
trigger1 = AnimElemTime(12) = 2 || AnimElemTime(12) = 4 || AnimElemTime(12) = 6 || AnimElemTime(12) = 8 || AnimElemTime(12) = 10
trigger2 = AnimElemTime(12) = 12 || AnimElemTime(12) = 14 || AnimElemTime(12) = 16 || AnimElemTime(12) = 18 || AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22182
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)),0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 1,2
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s2562,19
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -2,-3
fall = 0
air.fall = 1
juggle = 0
fall.recover = 0
p2stateno = 19000

[State 2]
type = Projectile
trigger1 = AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22183
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 20
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2415

[State 1]
type = ChangeState
trigger1 = root,fvar(33)=1
value = 2410

[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;ヘルパー終了
;---------------------------------------------------------------------------

[Statedef 2410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 15
ctrl = 0
anim = 2410

[state a]
type = parentvarset
trigger1 = time = 0
v = 20
value = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animtime = 0
value = 2300,3

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
trigger2 = animtime = 0
;persistent = 0
ignorehitpause = 1
time = 5
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2411
sprpriority = 25
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;投げられている相手
;---------------------------------------------------------------------------

[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= 50
value = -9999999
absolute = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2415

[State 1]
type = posset
trigger1 = time = 0
y = -80

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手2
;---------------------------------------------------------------------------

[Statedef 2416]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2416

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -.5
y = -12

[State 821, 1]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 13121]
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = Ceil(-0.04 * Const(data.life))
absolute = 1

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeSet
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = 0

[State 13121]
type = lifeadd
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = -9999999
absolute = 1

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; びーむ
;---------------------------------------------------------------------------

[Statedef 22075]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 22075
ctrl = 0

[State 22075]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 22075]
type = SuperPause
trigger1 = time = 0
time = 42
movetime = 42
anim = -1

[State 22075]
type = Explod
trigger1 = time = 10
anim = 22171
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = Explod
trigger1 = time = 0
anim = 22169
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = Explod
trigger1 = Time = 0
anim = 22170
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 22075]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[State 22075]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 22075]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 22075]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

[state 22075]
type = changestate
trigger1 = animtime = 0
value = 22076

;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 22076]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 22076
ctrl = 0

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 908
id = 908
sprpriority = -99
postype = p1
pos = -13,0
bindtime = -1
removetime = 133
supermove = 0
under = 0
ownpal = 1
scale = .5,.5

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8015
id = 8015
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 22076]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 22076]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 22076]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2550, 0

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 25
volume = 150

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17
volume = 150

[State 22076]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
velocity = 0
animtype  = diagup
damage  = Ceil((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 220760

[state 22076]
type = targetstate
trigger1 = palno=12&&time<=140
trigger1 = (GameTime%3) = 1
trigger1 = !(enemy,moveguarded||(enemy,stateno=[120,155]))
value = 220760



[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22074
id = 211
sprpriority = 99
postype = p1
pos = 15,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22090
id = 211
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22081
sprpriority = 0
postype = p1
pos = 25,0
vel = 0,0
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 22076]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(53)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 22076]
type = Explod
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0 || projhit22079 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 22076]
type = HitAdd
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0
value = 1

[State 22076]
type = Envcolor
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[state 22076]
type = changestate
trigger1 = time >= 150
value = 22077

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------

[Statedef 22077]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22090
id = 22090
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 15
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = VarAdd
trigger1 = Time >= 1
var(40) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22090
scale = 1.2-Var(40)/12.0 , 1.2-Var(40)/12.0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ビーム
;---------------------------------------------------------------------------

[Statedef 22078]
type = S
movetype = A
physics = N
anim = 22074
velset = 0,0
ctrl = 0
sprpriority = 99

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24
volume = 100

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17

[State 1000, 2]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup 
damage = Ceil((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1010]
type = DestroySelf
trigger1 = time >= 150

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 220760]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 220760]
type = destroyself
trigger1 = ishelper

[State 220760]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(((0.005+((enemynear,palno=12)*0.007))*Const(data.life))))
absolute = 1

[State 220760]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220760]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220760]
type = NotHitBy
trigger1 = enemynear,name="G OROCHI"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

[State 220760]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 220760]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 220760]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 220760] 
type = changestate
trigger1 = time >= 8
value = 220761

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 220761]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 220761]
type = destroyself
trigger1 = ishelper

[State 220761]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 220761]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220761]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220761]
type = PlayerPush
trigger1 = 1
value = -1

[State 220761]
type = NotHitBy
trigger1 = enemynear,name="G OROCHI"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

[State 220761]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 220761]
type = ChangeAnim
trigger1 = time = 0
value = 5052

[state 220761]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),6.32,-6.32)
y = -6.8

[State 220761]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 220761]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 光を降らす
;---------------------------------------------------------------------------

[Statedef 2999]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 22061
ctrl = 0

[State ]
type = Explod
trigger1 = Time = 0
anim = 8025
id = 8025
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 1.1,1.1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  0
length  = 0
TimeGap = 0
FrameGap = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 30
value = 2562,20

[state a]
type = changestate
trigger1 = animtime = 0
value = 22050

;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 22050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22060
ctrl = 0

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8015
id = 8015
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add


;=================================================================================
;=================================================================================
[state 19401];紋章背景
type = Explod
trigger1 = Time = 0
anim = 3543
id = 3543
;sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
;ontop = 1
trans = add
scale = 1,1
removetime = 250
ignorehitpause = 1
supermovetime = 999999999999999
pausemovetime = 999999999999999

;=================================================================================
;=================================================================================



[State 1000, 5]
type = Explod
trigger1 = Time = 30
anim = 8024
id = 8024
sprpriority = 9999
postype = back
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0


[state 1]
type = varset
trigger1 = palno=12&&fvar(38)=2
trigger1 = time<150&&enemy,movereversed
fv = 18
value = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = ReversalDef
trigger1 = var(1) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s22133
hitsound = s2562,31
p2facing = 1
p2stateno = 169995

[state 1]
type = targetstate
trigger1 = palno=12&&fvar(18)!=0&&fvar(38)=2
trigger1 = enemy,alive&&time<150
value = 169995

[State 1]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 200
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 190,1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2992
id = 2200
sprpriority = 99999
postype = back
scale = 0.5,0.5
pos = 0,0
bindtime = -1
under = 99
removetime = 230
ownpal = 1
SuperMove = 0

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2990
id = 2200
sprpriority = 99999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1
value = 11,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 192   
value = 2562,1
volume = -40

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1
value = 2562,14

[State 1020, 4]
type = EnvShake
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%3) = 1
time = 10
ampl = -10
freq = 95
phase = 95

[State 3221, 0]
type = Pause
trigger1 = time >= 202
time = 1

[State 2900, 1]
type = helper
trigger1 = time = 30
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 60
id = 2100
persistent = 0
name = "muni"
pos = -80,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 74
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 88
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = 20,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = -10,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 112
id = 2100
persistent = 0
name = "muni"
pos = -50,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 120
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 126
id = 2100
persistent = 0
name = "muni"
pos = 70,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 130
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 140
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 30,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 180
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 195
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22229
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = time >= 230
value = 22100

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------

[Statedef 22100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 2562,20

[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 0
under = 2

[state a]
type = removeexplod
trigger1 = time = 0
is = 2220

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

[Statedef 22220]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

[Statedef 22221]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

[Statedef 22229]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
;超必演出ヘルパ
;---------------------------------------------------------------------------

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

;---------------------------------------------------------------------------
;パワーアップ
;---------------------------------------------------------------------------

[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -4000
sprpriority = 1
anim = 3450
ctrl = 0


;=================================================================================
;=================================================================================
[state 19401];紋章背景
type = Explod
trigger1 = Time = 0
anim = 9500
id = 9500
;sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
;ontop = 1
trans = add
scale = 1,1
removetime = 250
ignorehitpause = 1
supermovetime = 999999999999999
pausemovetime = 999999999999999

;=================================================================================
;=================================================================================


[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 2]
type = SuperPause
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
time = 25
movetime = 25
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 22101
persistent = 1
name = "wakka"
pos = 1,-115
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = Time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22173
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -1]
type = Explod
trigger1 = time = 20
anim = 22154
id = 22154
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 255,255,255
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 0,0,0
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 15
value = 2200,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = Projectile
triggerall = var(1)!=1
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -7, -85
hitsound   = -1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = lifeadd
trigger1 = palno != 12 && time = 0
value = lifemax/(4-(var(1)*2))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = targetstate
triggerall = palno = 12
triggerall = target,stateno = [19000,19035]
trigger1 = animelemtime(52) >= 0
value = 103999
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 2
v = 29
value = ((var(1)=1)*400)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = varset
trigger1 = var(1) = 1 && palno != 12 && time = 1
fv = 39
value = life
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 無に還ろう
;---------------------------------------------------------------------------

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 2200
ctrl = 0

[State ]
type = Explod
trigger1 = Time = 0
anim = 8025
id = 8025
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 1.1,1.1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(1*(command!="x")),0+(random%2))

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0


;=================================================================================
;=================================================================================
[state 19401];紋章背景
type = Explod
trigger1 = Time = 0
anim = 3543
id = 3543
;sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
;ontop = 1
trans = add
scale = 1,1
removetime = 250
ignorehitpause = 1
supermovetime = 999999999999999
pausemovetime = 999999999999999

;=================================================================================
;=================================================================================



[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8015
id = 8015
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = Time = 30
anim = 8024
id = 8024
sprpriority = 9999
postype = back
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0


[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 250
channel = 10

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2992
id = 2200
sprpriority = 99999
postype = back
scale = 0.5,0.5
pos = 0,0
bindtime = -1
under = 99
removetime = 230
ownpal = 1
SuperMove = 0

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0

[State 1]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2636

[State 1]
type = targetLifeAdd
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[state a]
type = changestate
trigger1 = time >= 250
value = 2210

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 2635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635] 
type = changestate
trigger1 = time >= 8
value = 2637

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 2636]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0

[State 2636]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2636]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 2636]
type = destroyself
trigger1 = ishelper&&time>=1

[State 2636] 
type = changestate
trigger1 = !ishelper&&time >= 8
value = 2637

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100



