[Data]
life = 1500
attack = 100
defence = 100
power = 3000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 145
;intpersistindex = 0
;floatpersistindex = 0
IntPersistIndex = 59
FloatPersistIndex = 29;9,

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 70          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -2, -125   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3.5      ;Walk forward
walk.back = -3.2     ;Walk backward
run.fwd  = 6.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-9    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .52         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;----------------------------------
[Statedef 184];win4
type = S
anim = 2225

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3
value = S0,20

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 5
value = S0,41

[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
;trigger1 = time = 194
anim = 2226
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 8
;trigger1 = time = 194
anim = 2240
postype = p1
pos = 0,-105
removetime = 112
sprpriority = 4
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 8, = 112
;trigger1 = time = 194
anim = 2242
postype = p1
pos = 0,-105
sprpriority = 4
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 8, = 130
;trigger1 = time = 194
anim = 2241
postype = p1
pos = 0,-105
sprpriority = 4
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 185

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver

[Statedef 185];win4
type = S
anim = 2228

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 5
value = F7,0

[State 240, 4]
type = envshake
trigger1 = AnimElem = 5
time = 15

[State 181, 1]
type = AssertSpecial
trigger1 = time = [0,160]
flag = RoundNotOver

[Statedef 188];blood
type = S
sprpriority = 8

[State 10, 2]
type = Changeanim
trigger1 = anim != 198
value = 198

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 189

[Statedef 189];blood2
type = S
sprpriority = 5

[State 14000]
type = Varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 10, 2]
type = Changeanim
trigger1 = anim != 199
value = 199

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-10*sysvar(4)),10*sysvar(4)

[State 191, 1]
type = destroyself
trigger1 = sysvar(4) = 45

;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1


[State 100, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = 190
trigger2 = anim = 2530
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
trigger1 = var(55) = 1
trigger1 = anim != 2530
value = 2530
elem = 2
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
trigger1 = var(55) != 1
trigger1 = anim != 190
value = stateno
elem = 2
ignorehitpause = 1

[State 100, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 100, 本体Explod化]
type = Explod
triggerall = anim = stateno
trigger1 = var(27) > 436
trigger1 = animelemno(0) < 457
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [458,461]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [462,465]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [466,469]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [470,473]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [474,477]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [479,481]
trigger7 = var(0) := 7
trigger8 = animelemno(0) = [482,485]
trigger8 = var(0) := 8
trigger9 = animelemno(0) = [486,489]
trigger9 = var(0) := 7
trigger10 = animelemno(0) = [490,493]
trigger10 = var(0) := 8
trigger11 = animelemno(0) = [494,497]
trigger11 = var(0) := 7
trigger12 = animelemno(0) = [498,501]
trigger12 = var(0) := 8
trigger13 = animelemno(0) = [502,505]
trigger13 = var(0) := 9
trigger14 = animelemno(0) = [506,509]
trigger14 = var(0) := 10
trigger15 = animelemno(0) = [510,513]
trigger15 = var(0) := 11
trigger16 = animelemno(0) = [514,517]
trigger16 = var(0) := 12
trigger17 = animelemno(0) = [518,521]
trigger17 = var(0) := 13
trigger18 = animelemno(0) = [522,525]
trigger18 = var(0) := 14
trigger19 = animelemno(0) = [526,529]
trigger19 = var(0) := 15
trigger20 = animelemno(0) = [530,536]
trigger20 = var(0) := 16
trigger21 = animelemno(0) = [537,542]
trigger21 = var(0) := 17
trigger22 = animelemno(0) = [543,548]
trigger22 = var(0) := 18
trigger23 = animelemno(0) = [549,554]
trigger23 = var(0) := 19
trigger24 = animelemno(0) = [555,560]
trigger24 = var(0) := 20
trigger25 = animelemno(0) = [561,564]
trigger25 = var(0) := 21
trigger26 = animelemno(0) = [565,568]
trigger26 = var(0) := 22
trigger27 = animelemno(0) = [569,572]
trigger27 = var(0) := 23
trigger28 = animelemno(0) = [573,574]
trigger28 = var(0) := 24
trigger29 = animelemno(0) = [575,576]
trigger29 = var(0) := 25
trigger30 = animelemno(0) = [577,578]
trigger30 = var(0) := 26
trigger31 = animelemno(0) = [579,580]
trigger31 = var(0) := 27
trigger32 = animelemno(0) = [581,582]
trigger32 = var(0) := 28
trigger33 = animelemno(0) = [583,584]
trigger33 = var(0) := 29
trigger34 = animelemno(0) = [585,586]
trigger34 = var(0) := 24
trigger35 = animelemno(0) = [587,588]
trigger35 = var(0) := 25
trigger36 = animelemno(0) = [589,590]
trigger36 = var(0) := 26
trigger37 = animelemno(0) = [591,592]
trigger37 = var(0) := 27
trigger38 = animelemno(0) = [593,594]
trigger38 = var(0) := 28
trigger39 = animelemno(0) = [595,596]
trigger39 = var(0) := 29
trigger40 = animelemno(0) = [597,598]
trigger40 = var(0) := 24
trigger41 = animelemno(0) = [599,600]
trigger41 = var(0) := 25
trigger42 = animelemno(0) = [601,602]
trigger42 = var(0) := 26
trigger43 = animelemno(0) = [603,604]
trigger43 = var(0) := 27
trigger44 = animelemno(0) = [605,606]
trigger44 = var(0) := 28
trigger45 = animelemno(0) = [607,608]
trigger45 = var(0) := 29
trigger46 = animelemno(0) = [609,610]
trigger46 = var(0) := 24
trigger47 = animelemno(0) = [611,612]
trigger47 = var(0) := 25
trigger48 = animelemno(0) = [613,614]
trigger48 = var(0) := 26
trigger49 = animelemno(0) = [615,616]
trigger49 = var(0) := 27
trigger50 = animelemno(0) = [617,618]
trigger50 = var(0) := 28
trigger51 = animelemno(0) = [619,620]
trigger51 = var(0) := 29
trigger52 = animelemno(0) = [621,622]
trigger52 = var(0) := 24
trigger53 = animelemno(0) = [623,624]
trigger53 = var(0) := 25
trigger54 = animelemno(0) = [625,626]
trigger54 = var(0) := 26
trigger55 = animelemno(0) = [627,628]
trigger55 = var(0) := 27
trigger56 = animelemno(0) = [629,630]
trigger56 = var(0) := 28
trigger57 = animelemno(0) = [631,632]
trigger57 = var(0) := 29
trigger58 = animelemno(0) = [633,634]
trigger58 = var(0) := 24
trigger59 = animelemno(0) = [635,636]
trigger59 = var(0) := 25
trigger60 = animelemno(0) = [637,638]
trigger60 = var(0) := 26
trigger61 = animelemno(0) = [639,640]
trigger61 = var(0) := 27
trigger62 = animelemno(0) = [641,642]
trigger62 = var(0) := 28
trigger63 = animelemno(0) = [643,645]
trigger63 = var(0) := 29
trigger64 = animelemno(0) > 646
trigger64 = var(0) := 30
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 100, 本体Explod化]
type = Explod
triggerall = anim = 2530
trigger1 = animelemno(0) < 31
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [32,37]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [38,43]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [44,49]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [50,54]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [55,59]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [60,65]
trigger7 = var(0) := 7
trigger8 = animelemno(0) = [66,67]
trigger8 = var(0) := 8
trigger9 = animelemno(0) = [68,69]
trigger9 = var(0) := 9
trigger10 = animelemno(0) = [70,71]
trigger10 = var(0) := 10
trigger11 = animelemno(0) = [72,73]
trigger11 = var(0) := 11
trigger12 = animelemno(0) = [74,75]
trigger12 = var(0) := 12
trigger13 = animelemno(0) = [76,77]
trigger13 = var(0) := 13
trigger14 = animelemno(0) = [66,67]
trigger14 = var(0) := 8
trigger15 = animelemno(0) = [68,69]
trigger15 = var(0) := 9
trigger16 = animelemno(0) = [70,71]
trigger16 = var(0) := 10
trigger17 = animelemno(0) = [72,73]
trigger17 = var(0) := 11
trigger18 = animelemno(0) = [74,75]
trigger18 = var(0) := 12
trigger19 = animelemno(0) = [76,77]
trigger19 = var(0) := 13
trigger20 = animelemno(0) = [78,79]
trigger20 = var(0) := 8
trigger21 = animelemno(0) = [80,81]
trigger21 = var(0) := 9
trigger22 = animelemno(0) = [82,83]
trigger22 = var(0) := 10
trigger23 = animelemno(0) = [84,85]
trigger23 = var(0) := 11
trigger24 = animelemno(0) = [86,87]
trigger24 = var(0) := 12
trigger25 = animelemno(0) = [88,89]
trigger25 = var(0) := 13
trigger26 = animelemno(0) = [90,91]
trigger26 = var(0) := 8
trigger27 = animelemno(0) = [92,93]
trigger27 = var(0) := 9
trigger28 = animelemno(0) = [94,95]
trigger28 = var(0) := 10
trigger29 = animelemno(0) = [96,97]
trigger29 = var(0) := 11
trigger30 = animelemno(0) = [98,99]
trigger30 = var(0) := 12
trigger31 = animelemno(0) = [100,101]
trigger31 = var(0) := 13
trigger32 = animelemno(0) = [102,103]
trigger32 = var(0) := 8
trigger33 = animelemno(0) = [104,105]
trigger33 = var(0) := 9
trigger34 = animelemno(0) = [106,107]
trigger34 = var(0) := 10
trigger35 = animelemno(0) = [108,109]
trigger35 = var(0) := 11
trigger36 = animelemno(0) = [110,111]
trigger36 = var(0) := 12
trigger37 = animelemno(0) = [112,113]
trigger37 = var(0) := 13
trigger38 = animelemno(0) = [114,115]
trigger38 = var(0) := 8
trigger39 = animelemno(0) = [116,117]
trigger39 = var(0) := 9
trigger40 = animelemno(0) = [118,119]
trigger40 = var(0) := 10
trigger41 = animelemno(0) = [120,121]
trigger41 = var(0) := 11
trigger42 = animelemno(0) = [122,123]
trigger42 = var(0) := 12
trigger43 = animelemno(0) = [124,125]
trigger43 = var(0) := 13
trigger44 = animelemno(0) = [126,127]
trigger44 = var(0) := 8
trigger45 = animelemno(0) = [128,129]
trigger45 = var(0) := 9
trigger46 = animelemno(0) = [130,131]
trigger46 = var(0) := 10
trigger47 = animelemno(0) = [132,133]
trigger47 = var(0) := 11
trigger48 = animelemno(0) = [134,135]
trigger48 = var(0) := 12
trigger49 = animelemno(0) = [136,137]
trigger49 = var(0) := 13
trigger50 = animelemno(0) > 138
trigger50 = var(0) := 14
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 100, 透明化]
type = Assertspecial
trigger1 = 1;numexplod(1)
flag = invisible
ignorehitpause = 1

[State -2, 時間計測]
type = Varadd
triggerall = !ishelper
trigger1 = palno = [11,12]
var(27) = 1
ignorehitpause = 1

[State -2, ?]
type = Varset
triggerall = !ishelper
trigger1 = palno != [11,12]
var(27) = 456
ignorehitpause = 1

[State 0]
type = varset
triggerall = palno = [11,12]
trigger1 = !ishelper
trigger1 = animelem=1
var(8) = 0
ignorehitpause = 1

[State 0]
type = varadd
triggerall = palno = [11,12]
trigger1 = !ishelper
trigger1 = anim != 2530
;trigger1 = (GameTime%2) = 0
trigger1 = var(27)<280
trigger1 = var(27)>240
var(8) = 2
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = anim = 2530
trigger1 = animelem = 66
trigger2 = anim != 2530
trigger2 = animelem = 573
time  = 30   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State 0]
type = null;varadd
trigger1 = !ishelper
trigger1 = anim != 2530
trigger1 = var(27)<100
var(8) = 1
ignorehitpause = 1

[State 0]
type = varadd
triggerall = palno = [11,12]
trigger1 = !ishelper
trigger1 = var(8)
trigger1 = anim != 2530
trigger1 = (GameTime%2) = 0
trigger1 = var(27)>360
var(8) = -1
ignorehitpause = 1

[State -2]
type = null;PlaySnd
triggerall = palno = [11,12]
triggerall = !ishelper
;trigger1 = var(27)<100
trigger1 = (GameTime%60) = 0
trigger1 = Enemy,Alive
value = 181,0
volume = 155

[State 240, 4]
type = envcolor
triggerall = palno = [11,12]
trigger1 = var(27)<360
;trigger1 = var(27)>260
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1


[State 0]
type = allpalfx
triggerall = !ishelper
triggerall = palno = [11,12]
;triggerall = var(8)
trigger1 = 1
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 0]
type = allpalfx
triggerall = palno = [11,12]
trigger1 = !ishelper
trigger1 = var(27)>360
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 10, 2]
type = Trans
triggerall = palno = [11,12]
trigger1 = var(27) < 456
trigger1 = anim != 2530
trans = addalpha
alpha = 300-var(27), 456-var(27)

[State 10, 2]
type = Trans
triggerall = palno = [11,12]
trigger1 = var(27) < 300
trigger1 = anim != 2530
trans = addalpha
alpha = 0, 0

[State 1034, クルエル系専用イントロ]
type = Explod
triggerall = animelem = 458
trigger1 = enemynear,name = "Crueltear=Relinquish"
trigger2 = enemynear,name = "Faintear=Esperanto"
sprpriority = 9
anim = 8930
postype = p1
pos = -150, -50
vel = 1, 0
removetime = 400
bindtime = 1
ignorehitpause=1
scale = 0.25,0.25
ID = 8930
ownpal = 1
supermovetime = 1000000
pausemovetime = 1000000

[State 1034, クルエル系専用イントロ]
type = Explod
triggerall = var(55) = 1
triggerall = animelem = 2
trigger1 = enemynear,name = "Crueltear=Relinquish"
trigger2 = enemynear,name = "Faintear=Esperanto"
sprpriority = 9
anim = 8930
postype = p1
pos = -150, -50
vel = 1, 0
removetime = 400
bindtime = 1
ignorehitpause=1
scale = 0.25,0.25
ID = 8930
ownpal = 1
supermovetime = 1000000
pausemovetime = 1000000

[State 240, 4]
type = Explod
trigger1 = AnimElem = 572
trigger1 = var(55) = 0
trigger2 = AnimElem = 65
trigger2 = var(55) = 1
anim = 191
postype = p1
pos = 0,0
sprpriority = 4
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 572
trigger1 = var(55) = 0
trigger2 = AnimElem = 65
trigger2 = var(55) = 1
anim = 192
postype = p1
pos = 0,0
sprpriority = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 191, 1]
type = playsnd
trigger1 = animelem = 475
trigger1 = var(55) = 0
value = S0,0
channel = 0
volume = 100

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 50
trigger1 = var(55) = 1
value = S0,1
volume = 100

[State 191, 1]
type = playsnd
trigger1 = animelem = 572
trigger1 = var(55) = 0
trigger2 = AnimElem = 65
trigger2 = var(55) = 1
value = S0,8

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[state ]
type = null
triggerall = !ishelper
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 100, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 100, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 100, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 100, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 100, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[State 191, 3] 
type = ChangeState
triggerall = enemy,alive 
triggerall = !(enemynear,name = "W-Reimu"&&enemy,palno=12)
triggerall = !(enemynear,name = "TOKI-TEN-KU")
triggerall = palno = [11,12]
trigger1 = animelemno(0) = 665
value = 2610

[State 191, 3] 
type = ChangeState
triggerall = enemy,alive 
triggerall = RoundNo != 1
triggerall = palno != [11,12]
trigger1 = animelemno(0) = 159
value = 703

[State 191, 3]
type = ChangeState
triggerall = palno != [11,12]
trigger1 = animelemno(0) = 159
value = 0

[State 191, 3]
type = ChangeState
triggerall = palno = [11,12]
trigger1 = animelemno(0) = 665
value = 0


[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 2531
velset = 0,0

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 4100,1]
type = null;Helper
trigger1 = time = 0
ID = 900
name = "orochi"
postype = p1
pos = -90,-200
sprpriority = 2
stateno = 193
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
anim = 191
postype = p1
pos = 0,0
sprpriority = 4
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 39
anim = 192
postype = p1
pos = 0,0
sprpriority = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 191, 1]
type = playsnd
trigger1 = animelem = 3
value = S0,8

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0

[Statedef 193]
type = S
physics = N
ctrl = 0
anim = 42
velset = 2.8,0

[State 191, 1]
type = playsnd
trigger1 = animelem = 1
value = S0,21

[State 100, 2]
type = Veladd
trigger1 = time >= 0
y = .4

[State 106, 3]
type = destroyself
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -4

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 195, 2]
type = null;ChangeState
trigger1 = Time = 0
value = 192

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 170];lose
type = S
velset = 0,0

[State 10, 2]
type = Changeanim
trigger1 = anim != 170
value = 170

[State 10, 軸]
type = posset
trigger1 = 1
y = 0

[State 負けてねぇよこのやろう！]
type = Changestate
triggerall = !ishelper
triggerall = !lose
trigger1 = roundstate = 2
value = 0
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;Airダッシュ
[Statedef 101]
type    = A
physics = N
anim = 101
Ctrl = 0
velset = 0,0

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 1002
postype = p1
pos = -10,-80
sprpriority = 5
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 100, 2]
type = Velset
trigger1 = AnimElem = 2
x = 10

[State 105, 1]
type = ChangeState
trigger1 = Time = 10
value = 102

;Airダッシュ
[Statedef 102]
type    = A
physics = A
anim = 102
Ctrl = 1

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 100, 2]
type = Veladd
trigger1 = time >= 0
x = -.2

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

;---------------------------------------------------------------------------
[Statedef 200];弱パンチ
type    = S
movetype= A
physics = S
juggle  = 15
ctrl = 0
poweradd = 0
sprpriority = 2
;facep2   = 1

[State 200, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 200, アニメ変更]
type = Changeanim
trigger1 = anim != 200
value = 200
ignorehitpause = 1


[State 190000]
type = Lifeset
trigger1 = ishelper
value = Root,Life
ignorehitpause = 1


[State 振り向き]
type = Turn
triggerall = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 23
ignorehitpause = 1


[State -2, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State -2, 位置調整]
type = velset
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 23
x = 5
y = 0
ignorehitpause = 1

[State -2, 位置調整]
type = velset
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
trigger4 = AnimElem = 22
x = 0
y = 0
ignorehitpause = 1


[State -2, エフェクト]
type = Explod
trigger1 = Random < 250;gametime % 60 = 0
trigger2 = gametime % 60 = 0
postype = p1
pos = 10 - random % 40, - 30 - random % 80
anim = 14560
ID = 14560
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.1, 0.1
ontop = 1
ownpal  = 0
trans = sub
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1


[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 28
value = S0,9

[State 240, 4]
type = Explod
trigger1 = AnimElem = 28
anim = 1002
postype = p1
pos = 45,-105
sprpriority = 5
ownpal = 0
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = posadd
trigger1 = animelem = 31
trigger2 = animelem = 32
trigger3 = animelem = 33
trigger4 = animelem = 34
x = -9



[State 191, 1]
type = envcolor
trigger1 = projhit = 1
value = 255,255,255
time = 1
;persistent = 0
ignorehitpause = 1
under = -1

[State 1034, 2]
type = Projectile
;triggerall = !Root,var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
projID = 1000
trigger1 = animelem = 23
trigger2 = animelem = 24
trigger3 = animelem = 25
trigger4 = animelem = 26
projremove = 0
Projremovetime = 6
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2248
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2]
type = Projectile
;triggerall = !Root,var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
projID = 1000
triggerall = palno != 6
trigger1 = animelem = 28
projpriority = 999999999
projremove = 0
Projremovetime = 25
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 1003
projscale = 1,1
offset = 35,-105
velocity = 0,0
attr = S, SP
damage   = 20,10
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 1034, 2]
type = Projectile
;triggerall = !Root,var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
trigger1 = animelem = 31
projremove = 0
Projremovetime = 110
projhits = 1
projscale = 1,1
projremanim = -1
projhitanim = -1
projID = 1002
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 65,50
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2]
type = Projectile
;triggerall = !Root,var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
trigger1 = animelem = 32
projremove = 0
Projremovetime = 110
projscale = 1,1.3
projhits = 2
projremanim = -1
projhitanim = -1
projID = 1002
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 65,50
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2]
type = Projectile
;triggerall = !Root,var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
trigger1 = animelem = 33
projremove = 0
Projremovetime = 110
projhits = 3
projremanim = -1
projhitanim = -1
projID = 1002
projscale = 1,1.6
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 65,50
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999



[State 1034, 2];自重
type = Projectile
projID = 1000
triggerall = Root,palno = 6
trigger1 = animelem = 28
projpriority = 999999999
projremove = 0
Projremovetime = 25
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 1003
projscale = 1,1
offset = 35,-105
velocity = 0,0
attr = S, SP
damage   = 10,2
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 1034, 2];自重
type = Projectile
triggerall = Root,palno = 6
trigger1 = animelem = 31
projremove = 0
Projremovetime = 110
projhits = 1
projscale = 1,1
projremanim = -1
projhitanim = -1
projID = 1002
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 10,3
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2];自重
type = Projectile
triggerall = Root,palno = 6
trigger1 = animelem = 32
projremove = 0
Projremovetime = 110
projscale = 1,1.3
projhits = 2
projremanim = -1
projhitanim = -1
projID = 1002
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2];自重
type = Projectile
triggerall = Root,palno = 6
trigger1 = animelem = 33
projremove = 0
Projremovetime = 110
projhits = 3
projremanim = -1
projhitanim = -1
projID = 1002
projscale = 1,1.6
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999




[State 750 , 1]
type = hitdef
triggerall = !Root,var(22)
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = AnimElem = 16
trigger2 = AnimElem = 20
trigger3 = AnimElem = 9
attr = S, NA
damage    = 55,55
animtype = medium
getpower = 10
givepower = 20,10
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0,15
;hitsound = S0,20
guardsound = S0,25
sparkno = S14600
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -5
airguard.velocity = -1.9
air.velocity = -1.3,-3
forcestand = 1
;envshake.time = 6 
;envshake.freq = 36
;envshake.ampl = 16
;envshake.phase = 100

[State 240, 4]
type = Explod
trigger1 = AnimElem = 19
anim = 8901
postype = p1
pos = 90,-150
bindtime = -1
sprpriority = 6
ownpal = 0
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 15
anim = 8902
postype = p1
pos = 55,-30
bindtime = -1
sprpriority = 6
ownpal = 0
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 9
anim = 8903
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 6
ownpal = 0
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 20
value = s187,0

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,14

[State 200, 1]
type = HitDef
triggerall = !Root,var(22)
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = AnimElem = 3
attr = S, NA
damage = 125, 0
animtype  = Medium
;guardflag = M
;hitflag = MA
priority = 3, Hit
pausetime = 0, 25
sparkno = S14600
guard.sparkno = S14600
sparkxy = -10, -76
;hitsound = S0,15
guardsound = S0,24
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.3,-3.2
airguard.velocity = -2,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
air.fall = 1
air.juggle  = 15
;envshake.time = 6 
;envshake.freq = 36
;envshake.ampl = 16
;envshake.phase = 100

[State 191, 1]
type = null;playsnd
trigger1 = AnimElem = 1
value = S0,54

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,13

[State 200, 7]
type = ChangeState
triggerall = ishelper
trigger1 = AnimTime = 0
value = 9999999

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
trigger1 = 1
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------

[Statedef 210];強パンチ
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
sprpriority = -1

[State 210, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 210, アニメ変更]
type = Changeanim
trigger1 = anim != 210
value = 210
ignorehitpause = 1



[State 191, 1]
type = null;playsnd
trigger1 = AnimElem = 3
value = S0,55

[State 190000]
type = Lifeset
trigger1 = ishelper
value = Root,Life
ignorehitpause = 1


[State 振り向き]
type = Turn
triggerall = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
trigger4 = AnimElem = 30
trigger5 = AnimElem = 33
trigger6 = AnimElem = 37
ignorehitpause = 1

[State -2, 位置調整]
type = posset
trigger1 = AnimElem = 2
y = 0
ignorehitpause = 1

[State -2, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1


[State -2, 位置調整]
type = velset
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
x = 8
y = 0
ignorehitpause = 1

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 19
value = S0,13

[State -2, エフェクト]
type = Explod
trigger1 = Random < 250;gametime % 60 = 0
trigger2 = gametime % 60 = 0
postype = p1
pos = 10 - random % 40, - 30 - random % 80
anim = 14560
ID = 14560
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.1, 0.1
ontop = 1
ownpal  = 0
trans = sub
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1


[State 191, 1]
type = playsnd
trigger1 = AnimElem = 4
value = S0,13

[State 240, 4]
type = null;Explod
trigger1 = AnimElem = 6
;trigger1 = var(55) = 0
anim = 1002
postype = p1
pos = 60,-77
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
;trigger1 = var(55) = 1
anim = 1006
postype = p1
pos = 45,-107
bindtime = -1
sprpriority = 4
ownpal = 0
trans = sub
removeongethit = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
;trigger1 = var(55) = 1
anim = 1007
bindtime = -1
postype = p1
pos = 65,-107
sprpriority = 4
ownpal = 0
trans = sub
removeongethit = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 210, 2]
type = HitDef
triggerall = !Root,var(22)
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
attr = S, NA
animtype  = hard
damage    = 60,9
guardflag = M
;hitflag = MA
pausetime = 0,12
sparkxy = -10,-70
;hitsound   = S0,17
guardsound = S0,24
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -11
air.velocity = -6,-4
sparkno = S14600
guard.sparkno = S14600
air.fall = 1
air.juggle  = 15
;envshake.time = 2;ヒット時画面振動時間 (int)
;envshake.freq = 100;振動数 (float)
;envshake.ampl = 10;振幅 (int)
;envshake.phase = 100;位相 (float)

[State 240, 4]
type = Explod
trigger1 = AnimElem = 33
anim = 8901
postype = p1
pos = 90,-150
bindtime = -1
sprpriority = 6
ownpal = 0
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 30
trigger2 = AnimElem = 39
anim = 8902
postype = p1
pos = 55,-30
bindtime = -1
sprpriority = 6
ownpal = 0
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 30
trigger2 = AnimElem = 33
trigger3 = AnimElem = 37
value = s187,0

[State -3]
type = velset
x = 8
trigger1 = AnimElem = 30
trigger2 = AnimElem = 33

[State -3]
type = velset
y = -4
trigger1 = AnimElem = 36


[State -3]
type = velset
x = 4
trigger1 = AnimElem = 37


[State -3]
type = velset
y = 3
trigger1 = AnimElem = 41

[State 750 , 1]
type = hitdef
trigger1 = AnimElem = 31
trigger2 = AnimElem = 34
attr = S, NA
damage    = 100,15
animtype = medium
getpower = 10
givepower = 20,10
guardflag = M
;hitflag = MAF
priority = 7, Hit
pausetime = 13,16
numhits = 1
;hitsound = S0,20
guardsound = S0,25
sparkno = S14600
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -3
airguard.velocity = -1.9
air.velocity = -1.3,-3
forcestand = 1
;envshake.time = 16 
;envshake.freq = 66
;envshake.ampl = 26
;envshake.phase = 100


[State 640, 3]
type = HitDef
trigger1 = animelem = 39
attr = A, NA
animtype = DiagUp
damage    = 500,500
guardflag = H
priority = 4
pausetime = 0,20
sparkno = S14600
guard.sparkno = S14600
sparkxy = -10,-40
;hitsound   = S0,12
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.recover = 0
;air.juggle  = 15
;envshake.time = 5;ヒット時画面振動時間 (int)
;envshake.freq = 100;振動数 (float)
;envshake.ampl = 10;振幅 (int)
;envshake.phase = 100;位相 (float)


[State 200, 7]
type = ChangeState
triggerall = ishelper
trigger1 = AnimTime = 0
value = 9999999

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
trigger1 = 1
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 211];C強パンチ
type    = C
movetype= A
physics = C
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
anim = 2515
sprpriority = -1

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S0,13

[State 210, 2]
type = null;HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype  = hard
damage    = 60,0
guardflag = M
hitflag = MA
pausetime = 12,14
sparkxy = -10,-75
hitsound   = S0,17
guardsound = S0,24
ground.type = low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5,-4
sparkno = S501
guard.sparkno = S505

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 230];弱キック
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2


[State 230, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 230
value = 230
ignorehitpause = 1

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,14

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,56



[State 230]
type = null;Projectile
trigger1 = AnimElem = 3
projanim = 1114
projID = 200
projremovetime = 5
projscale = 1,1
offset = 0,0
attr = S,NA
damage = 80,0
animtype = Medium
guardflag = MA
hitsound   = S0,16
guardsound = S0,24
sparkxy = 66,-80
sparkno = S501
guard.sparkno = S506
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -2
air.velocity = -1.4,-3
air.juggle  = 1
ignorehitpause = 1

[State 230, 2]
type = HitDef
triggerall = !var(22)
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 150,8
guardflag = M
;hitflag = MA
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -7,-75
hitsound   = S0,16
guardsound = S0,24
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -12
air.velocity = -3.5,-3.5
air.fall = 1
air.juggle  = 15
fall.recover = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
trigger1 = 1
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 231];しゃがみ弱キック
type    = C
movetype= A
physics = C
juggle  = 15
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2514
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 230, 2]
type = null;HitDef
trigger1 = animelem = 2
trigger1 = var(55) = 1
attr = C, NA
animtype  = Medium
damage    = 35,0
guardflag = L
;hitflag = MA
pausetime = 7,8
sparkno = S500
guard.sparkno = S505
sparkxy = -7,-5
hitsound   = S0,16
guardsound = S0,24
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5.5
air.velocity = -3.5,-3.5
air.juggle  = 15

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 240];強キック
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
sprpriority = 2

[State 240, アニメ変更]
type = Changeanim
trigger1 = anim != 240
value = 240
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 18
ignorehitpause = 1

[State 190000]
type = Lifeset
trigger1 = ishelper
value = Root,Life
ignorehitpause = 1

[State -2, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
trigger2 = AnimElem = 16
x = 0
y = 0
ignorehitpause = 1

[State -2, 位置調整]
type = Velset
trigger1 = !animelemtime(2)
x = 15
y = 0
ignorehitpause = 1

[State 106, 0]
type = VelSet
trigger1 = AnimElem = 9
x = 16
y = -8

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = S0,21

[State 106, 1]
type = VelAdd
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(16) <= 0
x = .3
y = .45

[State 106, 3]
type = posset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = AnimElem = 16
;x = 0
y = 0

[State -2, エフェクト]
type = Explod
trigger1 = Random < 250;gametime % 60 = 0
trigger2 = gametime % 60 = 0
postype = p1
pos = 10 - random % 40, - 30 - random % 80
anim = 14560
ID = 14560
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.1, 0.1
ontop = 1
ownpal  = 0
trans = sub
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1


[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 211
postype = p1
bindtime = -1
pos = 0,0
sprpriority = 4
ownpal = 0
removeongethit = 1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 210, 2]
type = HitDef
triggerall = !Root,var(22)
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 60,9
guardflag = M
;hitflag = MA
pausetime = 0,12
sparkxy = -10,-70
;hitsound   = S0,17
guardsound = S0,24
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -11
air.velocity = -6,-4
sparkno = S14600
guard.sparkno = S14600
air.fall = 1
air.juggle  = 15
;envshake.time = 2;ヒット時画面振動時間 (int)
;envshake.freq = 100;振動数 (float)
;envshake.ampl = 10;振幅 (int)
;envshake.phase = 100;位相 (float)


[State 240, 2]
type = HitDef
triggerall = !Root,var(22)
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = animelem = 13
attr = S, NA
animtype  = hard
damage    = 180,0
guardflag = M
;hitflag = MA
pausetime = 0,9
sparkno = S14600
guard.sparkno = S14600
sparkxy = -7,-75
;hitsound   = S0,18
guardsound = S0,24
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -3,-3.2
fall = 1
;fall.recover = 0
air.juggle  = 15
;envshake.time = 10;ヒット時画面振動時間 (int)
;envshake.freq = 150;振動数 (float)
;envshake.ampl = 30;振幅 (int)
;envshake.phase = 130;位相 (float)

[State 200, 7]
type = ChangeState
triggerall = ishelper
trigger1 = AnimTime = 0
value = 9999999


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
trigger1 = 1
value = 120
ignorehitpause = 1
[Statedef 241];C強キック
type    = C
movetype= A
physics = C
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
anim = 2516
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3
value = S0,14

[State 701, 1]
type = Width
trigger1 = animelem = 2
player = 20,0

[State 240, 2]
type = null;HitDef
trigger1 = animelem = 4
trigger1 = var(55) = 1
attr = C, NA
ground.type = Trip
damage    = 60,0
guardflag = L
hitflag = MA
pausetime = 14,14
sparkno = S501
guard.sparkno = S505
sparkxy = -20,-5
hitsound   = S0,18
guardsound = S0,24
ground.type = high
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -3,-4
air.velocity = -3,-3.2
fall = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 242];ダブトマ
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
sprpriority = 2

[State 240, アニメ変更]
type = Changeanim
trigger1 = anim != 2540
value = 2540
ignorehitpause = 1


[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
value = S0,14

[State 240, 2]
type = HitDef
triggerall = !var(22)
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = palno = 6
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 60,0
guardflag = M
hitflag = MA
pausetime = 13,15
sparkno = S501
guard.sparkno = S505
sparkxy = -7,-75
hitsound   = S0,18
guardsound = S0,24
ground.type = low
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -4
air.velocity = -3,-5

[State 240, 2]
type = HitDef
triggerall = !var(22)
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = palno = 6
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 60,0
guardflag = HA
hitflag = MA
pausetime = 13,16
sparkno = S501
guard.sparkno = S505
sparkxy = -7,-75
hitsound   = S0,18
guardsound = S0,24
ground.type = high
ground.slidetime = 15
ground.hittime  = 19
ground.velocity = -4
air.velocity = -3,-5


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1



[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 500];ふっ飛ばし
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 2
juggle = 15
poweradd = IfElse((prevstateno = [150,153]),-1000,10)

[State 240, アニメ変更]
type = null;Changeanim
triggerall = !ishelper
trigger1 = anim != 500
value = 500
ignorehitpause = 1


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 500, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 500, 振り向き＆歩き制御＆影消し]
type = Assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
flag3 = noshadow
ignorehitpause = 1

[State 500, 攻撃範囲無感知化]
type = Attackdist
trigger1 = 1
value = 0
ignorehitpause = 1

[State 500, 速度初期化]
type = Velset
trigger1 = animelemno(0) = 2
x = 0
y = 0
ignorehitpause = 1

[State 500, 位置補正]
type = Posadd
trigger1 = 1
x = vel x
y = vel y
ignorehitpause = 1

[State 500, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 500, アニメ変更]
type = Changeanim
trigger1 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State 500, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 500, 本体Explod化]
type = Explod
triggerall = anim = stateno
trigger1 = animelemno(0) < 4
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [5, 10]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [11, 12]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [13, 14]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [15, 18]
trigger5 = var(0) := 5
trigger6 = animelemno(0) > 19
trigger6 = var(0) := 6
anim = 100001000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 500, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= AnimElem = 2
value = S102,5
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。



[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S0,14
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 15
anim = 1002
postype = p1
pos = 40,-80
sprpriority = 4
ownpal = 1
removeongethit = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1


[State 230]
type = null;Projectile
trigger1 = AnimElem = 5
projanim = 1116
projID = 200
projremovetime = 4
projscale = 1,1
offset = 0,0
attr = S,NA
damage = 200,50
animtype = Medium
guardflag = MA
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,12
guardsound = S0,24
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
guard.velocity = -15
ground.velocity = -5.5,-7
air.velocity = -5,-6
fall = 1
fall.recover = 0
air.juggle  = 15
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 2]
type = HitDef
triggerall = !var(22)
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = animelem = 15
attr = S, NA
animtype = Diag;Up
damage = 300
guardflag = M
pausetime = 0,6
sparkno = S14600
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,12
guardsound = S0,24
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
guard.velocity = -15
ground.velocity = -5.5,-7
air.velocity = -5,-6
fall = 1
fall.recover = 0
air.juggle  = 15
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1
ignorehitpause = 1

[State 500, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 500, 立ち摩擦補正]
type = Varset
trigger1 = 1
sysfvar(1) = vel x * ifelse(vel x * const(movement.stand.friction) > 1, const(movement.stand.friction), 0)
ignorehitpause = 1

[State 500, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 500, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 500, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 40
value = 0
ctrl = 1
ignorehitpause = 1

-----------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 10, 2]
type = Changeanim
trigger1 = var(55) = 1
trigger1 = time = 0
value = 2520

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,13

[State 600, 2]
type = null;HitDef
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = animelem = 1
attr = A, NA
damage    = 40
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S500
guard.sparkno = S505
sparkxy = -10,-58
hitsound   = S0,15
guardsound = S0,24
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 10, 2]
type = Changeanim
trigger1 = var(55) = 1
trigger1 = time = 0
value = 2521

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,13

[State 610, 3]
type = null;HitDef
trigger1 = Time = 0
trigger1 = var(55) = 0
attr = A, NA
damage = 72,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-55
hitsound   = S0,17
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15

[State 610, 3]
type = null;HitDef
trigger1 = Time = 0
trigger1 = var(55) = 1
attr = A, NA
damage = 72,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S505
sparkxy = -10,-55
hitsound   = S0,17
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15


;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 10, 2]
type = Changeanim
trigger1 = var(55) = 1
trigger1 = time = 0
value = 2522

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 14

[State 630, 2]
type = null;HitDef
trigger1 = Time = 0
attr = A, NA
damage = 45
guardflag = HA
priority = 3
pausetime = 10,12
sparkno = S500
guard.sparkno = S505
sparkxy = -5,-35
hitsound   = S0,16
guardsound = S0,24
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 640, 3]
type = null;HitDef
trigger1 = Time = 0
trigger1 = var(55) = 0
attr = A, NA
damage    = 70,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,18
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15

[State 640, 3]
type = null;HitDef
trigger1 = Time = 0
trigger1 = var(55) = 1
attr = A, NA
damage    = 70,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S505
sparkxy = -10,-40
hitsound   = S0,18
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15

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

;----------------------------------------------------------------
[Statedef 1000];飛び道具
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
ctrl = 0
sprpriority = 2

[State  自キャラ以外だった場合]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 10
trigger1 = var(0) := 1
trigger2 = animelemno(0) = 11
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [12, 15]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [16, 19]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [20, 23]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [24, 27]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [28, 31]
trigger7 = var(0) := 5
trigger8 = animelemno(0) = [32, 38]
trigger8 = var(0) := 6
trigger9 = animelemno(0) = [39, 42]
trigger9 = var(0) := 7
trigger10 = animelemno(0) = [43, 46]
trigger10 = var(0) := 8
trigger11 = animelemno(0) = [47, 50]
trigger11 = var(0) := 9
trigger12 = animelemno(0) = [51, 54]
trigger12 = var(0) := 10
trigger13 = animelemno(0) = [55, 58]
trigger13 = var(0) := 11
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 24
value = S0,9

[State 240, 4]
type = Explod
trigger1 = AnimElem = 24
anim = 1002
postype = p1
pos = 35,-105
sprpriority = 5
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = posadd
trigger1 = animelem = 24
trigger2 = animelem = 26
trigger3 = animelem = 28
trigger4 = animelem = 30
x = -4



[State 191, 1]
type = envcolor
trigger1 = projhit = 1
value = 255,255,255
time = 1
;persistent = 0
ignorehitpause = 1
under = -1

[State 1034, 2]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
projID = 1000
trigger1 = animelem = 23
trigger2 = animelem = 27
trigger3 = animelem = 31
trigger4 = animelem = 35
projremove = 0
Projremovetime = 6
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2248
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
projID = 1000
triggerall = palno != 6
trigger1 = animelem = 23
projpriority = 999999999
projremove = 0
Projremovetime = 25
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 1003
projscale = 1,1
offset = 35,-105
velocity = 0,0
attr = S, SP
damage   = 20,10
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 1034, 2]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
trigger1 = animelem = 27
projremove = 0
Projremovetime = 110
projhits = 1
projscale = 1,1
projremanim = -1
projhitanim = -1
projID = 1002
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 65,50
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0 
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
trigger1 = animelem = 31
projremove = 0
Projremovetime = 110
projscale = 1,1.3
projhits = 2
projremanim = -1
projhitanim = -1
projID = 1002
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 65,50
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0 
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
trigger1 = animelem = 35
projremove = 0
Projremovetime = 110
projhits = 3
projremanim = -1
projhitanim = -1
projID = 1002
projscale = 1,1.6
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 65,50
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999



[State 1034, 2];自重
type = Projectile
projID = 1000
triggerall = palno = 6
trigger1 = animelem = 23
projpriority = 999999999
projremove = 0
Projremovetime = 25
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 1003
projscale = 1,1
offset = 35,-105
velocity = 0,0
attr = S, SP
damage   = 10,2
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 1034, 2];自重
type = Projectile
triggerall = palno = 6
trigger1 = animelem = 27
projremove = 0
Projremovetime = 110
projhits = 1
projscale = 1,1
projremanim = -1
projhitanim = -1
projID = 1002
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 10,3
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0 
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2];自重
type = Projectile
triggerall = palno = 6
trigger1 = animelem = 31
projremove = 0
Projremovetime = 110
projscale = 1,1.3
projhits = 2
projremanim = -1
projhitanim = -1
projID = 1002
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0 
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2];自重
type = Projectile
triggerall = palno = 6
trigger1 = animelem = 35
projremove = 0
Projremovetime = 110
projhits = 3
projremanim = -1
projhitanim = -1
projID = 1002
projscale = 1,1.6
projpriority = 999999999
projanim = 1001
offset = 35,-105
velocity = 6;0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S14600
guard.sparkno = S14600
sparkxy = 0,0 
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[State 1000, 7]
type = ChangeState
trigger1 = animelemno(0) = 57
value = 0
ctrl = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------

;-------------------------------------------------------------
[Statedef 900];緊急回避前
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = [150,153]),-1000,0)

[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = var(37)>20
triggerall = !var(46)
triggerall = palno = 6
trigger1 = life<var(37)
var(46) = 1
ignorehitpause = 1

[State 900, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 900, 振り向き＆歩き制御＆影消し]
type = Assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
flag3 = noshadow
ignorehitpause = 1

[State 900, 攻撃範囲無感知化]
type = Attackdist
trigger1 = 1
value = 0
ignorehitpause = 1

[State 900, 速度初期化]
type = Velset
trigger1 = animelemno(0) = 2
x = 0
y = 0
ignorehitpause = 1

[State 900, 位置補正]
type = Posadd
trigger1 = 1
x = vel x
y = vel y
ignorehitpause = 1

[State 800, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 900, アニメ変更]
type = Changeanim
trigger1 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State 900, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 900, 本体Explod化]
type = Explod
triggerall = anim = stateno
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 5]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [6, 7]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [8, 9]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [10, 11]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [12, 13]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [14, 15]
trigger7 = var(0) := 7
trigger8 = animelemno(0) = [16, 17]
trigger8 = var(0) := 8
trigger9 = animelemno(0) > 18
trigger9 = var(0) := 9
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 0;1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 900, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(24)=Random%20
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = animelem = 2
trigger1 = var(24)=[4,5]
value = 102,0
volume = 100
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = animelem = 2
trigger1 = var(24)=[0,3]
value = 102,4
volume = 100
IgnoreHitPause = 1


[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = 99;-1
ownpal = 1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= AnimElem = 2
value = S102,5
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1= AnimElem >= 2
value = 0
ignorehitpause = 1


[State 840, 1]
type = SprPriority
Trigger1 = AnimElem = 2
value = -1
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 20    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 840, 1]
type = posset
trigger1 = animelem = 19
y = 0
ignorehitpause = 1

[State 840, 1]
type = posadd
trigger1 = animelem = 19
x = 130.2+Random%140
ignorehitpause = 1

[State 840, 1]
type = null;Velset
trigger1 = animelem = 10, >= 0
trigger1 = animelem = 11, <= 3
x = 10.2
ignorehitpause = 1

[State 840, 1]
type = Velset
trigger1 = animelem = 22, = 0
x = 0
ignorehitpause = 1

[State 900, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 900, 立ち摩擦補正]
type = Varset
trigger1 = 1
sysfvar(1) = vel x * ifelse(vel x * const(movement.stand.friction) > 1, const(movement.stand.friction), 0)
ignorehitpause = 1

[State 900, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 900, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 900, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 840, 5]
type = ChangeState
trigger1 = animelemno(0) = 23;26
value = 910;0
ctrl = 0
ignorehitpause = 1
[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;-------------------------------------------------------------
[Statedef 910];緊急回避後
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = [150,153]),-1000,0)


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 910, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 910, 振り向き＆歩き制御＆影消し]
type = Assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
flag3 = noshadow
ignorehitpause = 1

[State 910, 攻撃範囲無感知化]
type = Attackdist
trigger1 = 1
value = 0
ignorehitpause = 1

[State 910, 速度初期化]
type = Velset
trigger1 = animelemno(0) = 2
x = 0
y = 0
ignorehitpause = 1

[State 910, 位置補正]
type = Posadd
trigger1 = 1
x = vel x
y = vel y
ignorehitpause = 1

[State 910, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 910, アニメ変更]
type = Changeanim
trigger1 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State 910, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 910, 本体Explod化]
type = Explod
triggerall = anim = stateno
trigger1 = animelemno(0) < 4
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [5, 6]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [7, 8]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [9, 10]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [11, 12]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [13, 14]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [15, 16]
trigger7 = var(0) := 7
trigger8 = animelemno(0) = [17, 18]
trigger8 = var(0) := 8
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 0;1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 910, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 30    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1


[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = 99
ownpal = 1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= animelem = 2
value = S102,5
ignorehitpause = 1


[State 900, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 900, 立ち摩擦補正]
type = Varset
trigger1 = 1
sysfvar(1) = vel x * ifelse(vel x * const(movement.stand.friction) > 1, const(movement.stand.friction), 0)
ignorehitpause = 1

[State 900, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 900, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 900, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1



[State 840, 5]
type = ChangeState
trigger1 = animelemno(0) = 18
value = 0
ctrl = 1
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;-------------------------------------------------------------


;-------------------------------------------------------------
[Statedef 1200];落雷
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 65
ctrl = 0
velset = 0,0
sprpriority = 1
movehitpersist = 1
hitdefpersist = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 10, 2]
type = Changeanim
trigger1 = anim != 1203
value = 1203

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(24)=Random%3
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = random < 100
triggerall = animelem = 1
trigger1 = var(24)=3
value = 185,3
volume = 500
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = random < 100
triggerall = animelem = 1
trigger1 = var(24)=2
value = 185,2
volume = 500
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = random < 100
triggerall = animelem = 1
trigger1 = var(24)=1
value = 185,1
volume = 500
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = random < 100
triggerall = animelem = 1
trigger1 = var(24)=0
value = 185,0
volume = 500
IgnoreHitPause = 1


[state ];火柱回数
type = varadd
trigger1 = AnimElem = 1
v = 26
value = 1
ignorehitpause = 1

[State 10, 2]
type = null;Changeanim
trigger1 = var(55) = 1
trigger1 = palno = 6
trigger1 = time = 0
value = 2652

[State 240, 4]
type = envshake
trigger1 = AnimElem = 6
time = 10
ampl = -4
freq = 100

[State 240, 4]
type = playsnd
trigger1 = Animelem = 3
value = S0,11

[State 191, 1]
type = envcolor
trigger1 = AnimElem = 3
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1
under = -1

[State 240, 4]
type = null;Explod
trigger1 = animelem = 3
anim = 7500
scale = 2.5,2.5
postype = p1
pos = P2BodyDist X,-70
sprpriority = 5
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = animelem = 3
anim = 7100
scale = 1,1
postype = p1
pos = P2BodyDist X+Random%50,0
sprpriority = 5
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2];自重
type = Projectile
projID = 1200
triggerall = palno = 6
trigger1 = animelem = 3
projremove = 0
Projremovetime = 13
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 7150
offset = P2BodyDist X,0
velocity = 0,0
attr = S, SP
damage   = 100,10
animtype = Up
hitflag = MADFP
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,0;15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -7,-8
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
projID = 1200
triggerall = palno != 6
trigger1 = animelem = 3
projremove = 0
Projremovetime = 13
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 7150
offset = P2BodyDist X,0
velocity = 0,0
attr = S, SP
damage   = 1000,10
animtype = Up
hitflag = MADFP
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,0;15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -7,-8
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 3
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 40    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 56  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 70  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 1
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State -2]
type = Selfstate
trigger1 = animelem = 6
triggerall = random < 900
;triggerall = var(59) > 0
;triggerall = var(26) < 7
value = 1201
ignorehitpause = 1
[State -2]
type = null;Selfstate
triggerall = anim = 1203
triggerall = var(26) < 7
triggerall = animelem = 6
trigger1 = var(25) = 1
value = 1200
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 1201];落雷
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 65
ctrl = 0
velset = 0,0
sprpriority = 1
movehitpersist = 1
hitdefpersist = 1

[State 10, 2]
type = Changeanim
trigger1 = anim != 1204
value = 1204

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 1
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(24)=Random%3
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = random < 100
triggerall = animelem = 1
trigger1 = var(24)=3
value = 185,3
volume = 500
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = random < 100
triggerall = animelem = 1
trigger1 = var(24)=2
value = 185,2
volume = 500
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = random < 100
triggerall = animelem = 1
trigger1 = var(24)=1
value = 185,1
volume = 500
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = random < 100
triggerall = animelem = 1
trigger1 = var(24)=0
value = 185,0
volume = 500
IgnoreHitPause = 1

[state ];火柱回数
type = varadd
trigger1 = AnimElem = 1
v = 26
value = 1
ignorehitpause = 1

[State 10, 2]
type = null;Changeanim
trigger1 = var(55) = 1
trigger1 = palno = 6
trigger1 = time = 0
value = 2652

[State 240, 4]
type = envshake
trigger1 = AnimElem = 6
time = 10
ampl = -4
freq = 100

[State 240, 4]
type = playsnd
trigger1 = Animelem = 3
value = S0,11

[State 191, 1]
type = envcolor
trigger1 = AnimElem = 3
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1
under = -1

[State 240, 4]
type = null;Explod
trigger1 = animelem = 3
anim = 7500
scale = 2.5,2.5
postype = p1
pos = P2BodyDist X,-70
sprpriority = 5
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = animelem = 3
anim = 7100
scale = 1,1
postype = p1
pos = P2BodyDist X+Random%150,0
sprpriority = 5
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2];自重
type = Projectile
projID = 1200
triggerall = palno = 6
trigger1 = animelem = 3
projremove = 0
Projremovetime = 13
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 7150
offset = P2BodyDist X+Random%50,0
velocity = 0,0
attr = S, SP
damage   = 100,10
animtype = Up
hitflag = MADFP
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,0;15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -7,-8
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1034, 2]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
projID = 1200
triggerall = palno != 6
trigger1 = animelem = 3
projremove = 0
Projremovetime = 13
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 7150
offset = P2BodyDist X+Random%50,0
velocity = 0,0
attr = S, SP
damage   = 1000,10
animtype = Up
hitflag = MADFP
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,0;15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -7,-8
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 3
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 40    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 56  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 70  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State -2]
type = Selfstate
trigger1 = animelem = 6
triggerall = random < 900
;triggerall = var(59) > 0
triggerall = var(26) < 7
value = 1200
ignorehitpause = 1
[State -2]
type = null;Selfstate
triggerall = anim = 1203
triggerall = var(26) < 7
triggerall = animelem = 6
trigger1 = var(25) = 1
value = 1200
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
[Statedef 2000];無に還ろう
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 6]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [7, 9]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [10, 12]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [13, 15]
trigger5 = var(0) := 5
trigger6 = animelemno(0) > 16
trigger6 = var(0) := 6
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1



[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
triggerall = var(55) = 0
trigger1 = AnimElem = 2
var(20) = 1

[State 240, 4]
type = varset
triggerall = p2movetype != H
triggerall = var(55) = 0
trigger1 = 1
var(20) = 0

[State 240, 4]
type = null;envcolor
trigger1 = AnimElem = 2
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = null;envcolor
trigger1 = AnimElem = 2
time = 36;2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 2
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
;trigger1 = var(55) = 0
value = S102,3;S0,29
volume = 100

[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 2
trigger1 = var(55) = 1
value = S0,51
volume = 100

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,6
volume = 1900

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
;trigger1 = var(55) = 0
anim = 6700;2004
postype = p1
pos = 0,-130
sprpriority = 80
supermove = 1
ownpal = 1


[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
;trigger1 = var(55) = 0
anim = 6500;2006
postype = p1
pos = 0,0;0,-130
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 0
trigger1 = var(55) = 1
anim = 2004
postype = p1
pos = 25,-120
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 15
trigger1 = var(55) = 1
anim = 2550
postype = p1
pos = 25,-118
sprpriority = 5
supermove = 1
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 69
value = 2001

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
[Statedef 2001];攻撃
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = sysvar(3)%18 = [1, 3]
trigger1 = var(0) := 1
trigger2 = sysvar(3)%18 = [4, 6]
trigger2 = var(0) := 2
trigger3 = sysvar(3)%18 = [7, 9]
trigger3 = var(0) := 3
trigger4 = sysvar(3)%18 = [10, 12]
trigger4 = var(0) := 4
trigger5 = sysvar(3)%18 = [13, 15]
trigger5 = var(0) := 5
trigger6 = sysvar(3)%18 = [16, 18]
trigger6 = var(0) := 6
anim = 100010000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 0
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 振り向き]
type = null;Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=2
var(8) = 0
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = gametime%3
trigger1 = animelem = 50,>=0
trigger1 = animelem = 150,<=0
var(8) = -1
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = gametime%3
trigger1 = animelem = 150,>=0
var(8) = 1
ignorehitpause = 1


[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 50,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0

[State 170, 1]
type = NotHitBy
triggerall = palno != 12
trigger1 = 1
value = SCA

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません
type = envshake
trigger1 = !ishelper
trigger1 = gametime%3 = 0
time = 3
freq = 120
ampl = -3
phase = 0
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 1
value = 0,0,0;255,255,255
ignorehitpause = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 6
value = S0,7
volume = 1900

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,28
volume = 200
channel = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 0]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
;triggerall = palno != [11,12]
trigger1 = 1
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 10010
Offset = 0,0
velocity = 0, 0
damage = 100
animtype = medium
projremovetime = 1
projhits = 1
givepower = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
yaccel            = 0.6
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
ID = 2000

[State 0]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno = 6
trigger1 = 1
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 10010
Offset = 0,0
velocity = 0, 0
damage = 3
animtype = medium
projremovetime = 1
projhits = 1
givepower = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
yaccel            = 0.6
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
ID = 2000


[State 810, 自重無し]
type = Targetlifeadd
triggerall = palno != 6 
trigger1 = numtarget(2000) >= 1
value = -10000000000000000000000000000
kill = 1
absolute = 1

[State 810, Bind 1]
type = TargetState
trigger1 = win
trigger1 = hitshakeover = 1
trigger2 = numtarget(2000) >= 1
trigger2 = movehit
trigger2 = hitshakeover = 1
value = 40000
persistent = 0


[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
;trigger1 = var(55) = 0
anim = 14590;2003
scale = 0.5,0.5
id = 14590;2003
postype = back
pos = -1,-1
sprpriority = 99999
supermove = 1
ontop = 1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 240, 4]
type = null;Explod
trigger1 = AnimElem = 2
trigger1 = var(55) = 1
anim = 2624
scale = 1.08,1.08
id = 2003
postype = back
pos = -1,-1
sprpriority = -5
supermove = 1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 240
;trigger2 = win
value = 2003

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
[Statedef 2003];終了
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = 2002
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != 2002
value = 2002
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = 2002
triggerall = RoundState = 2
trigger1 = animelemno(0) < 32
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [31, 39]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [40, 46]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [47, 53]
trigger4 = var(0) := 4
anim = 100020000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1


[State 振り向き]
type = null;Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(8)
trigger1 = animelem = 2,>=0
var(8) = -1
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 2,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1

[State 100, フラグリセット]
type = Varset
triggerall = !ishelper
trigger1 = 1
sysfvar(0) = 0
ignorehitpause = 1

[State 3100,AssertSpecial]
type = null;AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1
pausemovetime = 999

[State 240, 4]
type = varset
trigger1 = AnimElem = 2
var(20) = 0
ignorehitpause = 1

[State 821, 4]
type = stopsnd
trigger1 = p2life = 0
channel = 0
ignorehitpause = 1

[State 240, 4]
type = null;envcolor
trigger1 = 1;time = 0
trigger1 = win = 0
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 52
value = 0
ctrl = 1
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2100];魂潰し
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 6]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [7, 10]
trigger3 = var(0) := 3
trigger4 = animelemno(0) > 11
trigger4 = var(0) := 4
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= AnimElem = 2
value = S102,5
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA


[State 10, 2]
type = null;Changeanim
trigger1 = var(55) = 1
trigger1 = AnimElem = 1
value = 2600

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 2
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 2
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
;sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
;trigger1 = var(55) = 0
value = S187,2;S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S186,1

[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 1
trigger1 = var(55) = 1
value = S0,51
volume = 100

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
;trigger1 = var(55) = 0
anim = 14700;6500;2004
postype = p1
pos = 0,-120;-130
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 12
trigger1 = var(55) = 0
anim = 2006
postype = p1
pos = 0,-130
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 0
trigger1 = var(55) = 1
anim = 2004
postype = p1
pos = 10,-80
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 13
trigger1 = var(55) = 1
anim = 2550
postype = p1
pos = 10,-78
sprpriority = 5
supermove = 1
ownpal = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 97
value = 2101
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2101];吸い込み
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
juggle = 15

[State 240, 4]
type = envcolor
trigger1 =1
time = 3
value = 0,0,0
under = -1



[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 6]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [7, 9]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [10, 12]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [13, 15]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [16, 18]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [19, 21]
trigger7 = var(0) := 7
trigger8 = animelemno(0) = [22, 24]
trigger8 = var(0) := 8
trigger9 = animelemno(0) = [25, 27]
trigger9 = var(0) := 9
trigger10 = animelemno(0) = [28, 59]
trigger10 = var(0) := 10
trigger11 = animelemno(0) = [47, 50]
trigger11 = var(0) := 11
trigger12 = animelemno(0) = [60, 61]
trigger12 = var(0) := 12
trigger13 = animelemno(0) = [62, 63]
trigger13 = var(0) := 13
trigger14 = animelemno(0) = [64, 65]
trigger14 = var(0) := 14
trigger15 = animelemno(0) = [66, 67]
trigger15 = var(0) := 15
trigger16 = animelemno(0) = [68, 69]
trigger16 = var(0) := 16
trigger17 = animelemno(0) = [70, 71]
trigger17 = var(0) := 17
trigger18 = animelemno(0) = [72, 73]
trigger18 = var(0) := 18
trigger19 = animelemno(0) = [74, 75]
trigger19 = var(0) := 19
trigger20 = animelemno(0) = [76, 77]
trigger20 = var(0) := 20
trigger21 = animelemno(0) = [78, 79]
trigger21 = var(0) := 21
trigger22 = animelemno(0) = [80, 82]
trigger22 = var(0) := 22
trigger23 = animelemno(0) > 83
trigger23 = var(0) := 23
anim = 100010000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 240, 4]
type = PosSet
trigger1 = animelemno(0) > 100
x = 1
y = 1


[State 0]
type = varset
trigger1 = !ishelper
trigger1 = (animelem=2)
var(8) = 0
ignorehitpause = 1

[State 0]
type = varadd
triggerall = !ishelper
trigger1 = animelemno(0) > 250
var(8) = 1
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = null;EnvShake
trigger1 = animelemno(0) > 100
trigger1 = gametime% 2
time  = 2   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 176  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 0]
type = allpalfx
triggerall = !ishelper
trigger1 = animelemno(0) > 250
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません
type = envshake
trigger1 = !ishelper
trigger1 = animelemno(0) > 100
trigger1 = gametime%3 = 0
time = 3
freq = 120
ampl = 5
phase = 0
ignorehitpause = 1


[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
trigger1 = animelemno(0) = 130
value = 185,3
channel = 6
volume = 500
IgnoreHitPause = 1


[State 240, 4]
type = Explod
trigger1 = AnimElem = 100
;trigger1 = var(55) = 0
anim = 14750
scale = 2,2
id = 14750;2003
postype = back
pos = 150,100
sprpriority = 99999
supermove = 1
ontop = 1
ownpal = 1
removeongethit = 1
bindtime = -1



[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 240, 4]
type = null;envshake
trigger1 = 1
time = 2
ampl = -2

[State 240, 4]
type = null;varset
trigger1 = time = 0
var(12) = 0

[State 240, 4]
type = null;varset
trigger1 = p2dist x < 0
var(12) = 1


[State 自重]
type = AssertSpecial 
triggerall = palno = 6
trigger1 = 1
flag = noko  
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 4100,1]
type = null;Helper
trigger1 = AnimElem = 2
ID = 2100
name = "push"
postype = p2
pos = -10,0
sprpriority = -1
supermove = 1
ownpal = 1
sprpriority = 2
stateno = 2105
helpertype = player
keyctrl = 0
persistent = 0
ignorehitpause = 1
Size.ground.back = 0
Size.ground.front = 0
Size.height = 999
Size.head.pos = 0, -999

[State 4000, PalFX]
type = BgPalFX
trigger1 = (GameTime%6) = 1
time = 3
;add = 255,255,255
add = 200,0,0
ignorehitpause = 1

[State 191, 1]
type = null;envcolor
trigger1 = (GameTime%4) = 1
;trigger1 = animelem = 2
;trigger2 = animelem = 3
value = 255,255,255
time = 1
ignorehitpause = 1
under = -1

[State 191, 1]
type = posfreeze
trigger1 = 1
time = 2

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 100
value = S0,30

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 350
value = 2103

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2102];終了
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
juggle = 15


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = 2104
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != 2104
value = 2104
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = 2104
triggerall = RoundState = 2
trigger1 = animelemno(0) < 23
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [24, 30]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [31, 35]
trigger3 = var(0) := 3
anim = 100030000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1


[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(8)
trigger1 = animelem = 2,>=0
var(8) = -3
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 2,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

ignorehitpause = 1

[State 191, 1]
type = stopsnd
trigger1 = AnimElem = 2
channel = 0

ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1



[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1



[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 34
value = 0
ctrl = 1

ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2103];ヒット後
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 1
juggle = 15

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = 2102
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != 2102
value = 2102
elem = 2
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(14750)
ID = 14750
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = 2102
triggerall = RoundState = 2
trigger1 = animelemno(0) < 4
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [5, 7]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [8, 13]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [14, 20]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [21, 25]
trigger5 = var(0) := 1
trigger6 = animelemno(0) = [26, 30]
trigger6 = var(0) := 5
trigger7 = animelemno(0) = [31, 36]
trigger7 = var(0) := 6
trigger8 = animelemno(0) = [37, 52]
trigger8 = var(0) := 7
trigger9 = animelemno(0) = [53, 58]
trigger9 = var(0) := 8
trigger10 = animelemno(0) = [59, 64]
trigger10 = var(0) := 9
trigger11 = animelemno(0) = [65, 69]
trigger11 = var(0) := 5
trigger12 = animelemno(0) = [70, 74]
trigger12 = var(0) := 10
trigger13 = animelemno(0) = [75, 79]
trigger13 = var(0) := 11
trigger14 = animelemno(0) = [80, 84]
trigger14 = var(0) := 12
trigger15 = animelemno(0) = [85, 89]
trigger15 = var(0) := 13
trigger16 = animelemno(0) = [90, 94]
trigger16 = var(0) := 14
trigger17 = animelemno(0) = [95, 194]
trigger17 = var(0) := 15
trigger18 = animelemno(0) = [195, 200]
trigger18 = var(0) := 16
trigger19 = animelemno(0) = [201, 238]
trigger19 = var(0) := 17
trigger20 = animelemno(0) = [239, 258]
trigger20 = var(0) := 18
trigger21 = animelemno(0) = [259, 265]
trigger21 = var(0) := 19
anim = 100020000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1
[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S102,4

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 65
value = S180,2


[State 自重]
type = AssertSpecial 
triggerall = palno = 6
trigger1 = animelemno(0) < 206
flag = noko  
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 207
anim = 14800
scale = 0.7,0.7
id = 14800
postype = back
pos = -1,-1
sprpriority = 98;-1
supermove = 1
ontop = 1
ownpal = 1
removeongethit = 1
bindtime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 207
anim = 14850
scale = 0.7,0.7
id = 14850
postype = back
pos = -1,-1
sprpriority = 9999
supermove = 1
ontop = 1
ownpal = 1
removeongethit = 1
bindtime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0]
type = varadd
triggerall = !ishelper
trigger1 = var(8)
var(8) = -2
ignorehitpause = 1

[State 0]
type = allpalfx
triggerall = !ishelper
trigger1 = 1
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 240, 4]
type = targetlifeadd
triggerall = palno != 6
trigger1 = AnimElem = 2
trigger1 = numtarget;(2100) = 1
value = -160000000000000000000000000
kill = 1
absolute = 1


[State 0]
type = EnvShake
trigger1 = AnimElem = 207
time = 10
ampl = 120
freq = 135
phase = 135
ignorehitpause = 1



[State Bind]
type = Targetstate
trigger1 = AnimElem = 2
trigger1 = numtarget(2100) = 1
value = 2104

[State 701, 1]
type = Width
trigger1 = 1
edge = 60,0

[State 191, 1]
type = stopsnd
trigger1 = AnimElem = 2
channel = 0

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 32
value = S0,20

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 157
value = S188,0
volume = 4100

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 207,= 2
;trigger1 = p2life != 0
value = S0,19

[State 240, 4]
type = Explod
trigger1 = AnimElem = 32
anim = 504
postype = p1
pos = 58,-80
sprpriority = 6
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 32
anim = 507
postype = p1
pos = 58,-80
sprpriority = 6
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 240, 4]
type = null;envshake
trigger1 = AnimElem = 32
trigger2 = AnimElem = 207
time = 11
ampl = -9

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 32
trigger2 = AnimElem = 207
value = 255,255,255
time = 1
under = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 32
anim = 2103
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 240, 4]
type = targetlifeadd
triggerall = palno != 6
trigger1 = AnimElem = 32
value = -160000000000000000000000000000000
kill = 1
absolute = 1

[State 240, 4];あ
type = targetlifeadd
triggerall = palno = 6
trigger1 = AnimElem = 32
value = -50
kill = 1
absolute = 1

[State 240, 4]
type = targetbind
trigger1 = AnimElem = 2
postype = p1
pos = 55,0
time = 20

[State 240, 4]
type = targetbind
trigger1 = AnimElem = 32
trigger1 = var(55) = 0
postype = p1
pos = 55,-10

[State 240, 4]
type = targetbind
trigger1 = AnimElem = 32
trigger1 = var(55) = 1
postype = p1
pos = 60,-78

[State 240, 4]
type = targetbind
trigger1 = AnimElem = 207
trigger1 = var(55) = 1
postype = p1
pos = 55,0


[State 240, 4]
type = targetlifeadd
triggerall = palno != 6
trigger1 = AnimElem = 207
value = -1600000000000000000000000000000000000000000000000
absolute = 1


[State 240, 4];あ
type = targetlifeadd
triggerall = palno = 6
trigger1 = AnimElem = 207
value = -300
absolute = 1


[State 240, 4]
type = envcolor
trigger1 = 1
value = 0,0,0
time = 1
under = -1


[State 240, 4]
type = targetstate
trigger1 = AnimElem = 207
value = 2109

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 264
value = 0
ctrl = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2104];相手
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H
facep2 = 1

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 2105

[Statedef 2106];相手
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 2107

[Statedef 2109];回転吹っ飛び
type    = A
movetype = H
physics = N
velset = -5,-8
sprpriority = -1
facep2 = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim2
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 2244

[State 821, 4]
type = changeanim
trigger1 = time = 20
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 4]
type = changeanim2
trigger1 = time = 20
trigger1 = !selfAnimExist(5062)
value = 2245

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100

[Statedef 2105];プッシュ
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 1000]
type = turn
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
;value = 2108

[State 106, 0]
type = posset
trigger1 = 1
y = 0

[State 106, 0]
type = null;posset
postype = p2
trigger1 = 1
x = -50

[State 106, 0]
type = null;velset
trigger1 = 1
trigger1 = parent,var(55) = 0
x = -1.5

[State 106, 0]
type = null;velset
trigger1 = 1
trigger1 = parent,var(55) = 1
x = -1.8

[State 8996, 1]
type = posadd
trigger1 = p2bodydist x <= 0; enemynear,const(size.ground.front)
x = -10;p2bodydist x

[State 1360, 0]
type = posadd
trigger1 = p2bodydist x > 20
x = 10;p2BodyDist X + enemynear,const(size.ground.front)+80

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 701, 1]
type = Width
trigger1 = 1
player = -1,0

[State 821, 4]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 2102
trigger3 = parent,stateno = 2103
trigger4 = parent,stateno = 2602
trigger5 = parent,stateno = 0

[Statedef 2107];プッシュ2
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 701, 1]
type = Width
trigger1 = 1
player = 1,1

[State 1000]
type = ChangeState
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
value = 2108

[State 106, 0]
type = posset
trigger1 = 1
y = 0

[State 106, 0]
type = velset
trigger1 = 1
;trigger1 = p2bodydist x >= 0
x = 1.5

[State 8996, 1]
type = posadd
trigger1 = p2bodydist x >=  enemynear,const(size.ground.front)
x = p2bodydist x

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 821, 4]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 2102
trigger3 = parent,stateno = 2103

[Statedef 2108];ターン
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 840,0]
type = turn
trigger1 = time = 0
value = 1

[State 821, 4]
type = changestate
trigger1 = time = 1
value = 2105

;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2300];無に還えれ
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 4
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [5, 7]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [8, 10]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [11, 13]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [14, 16]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [17, 19]
trigger6 = var(0) := 6
trigger7 = animelemno(0) > 20
trigger7 = var(0) := 7
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1



[State カットイン]
type = Explod
trigger1 = animelemno(0) = 35
anim = 14000
pos = 0, 50
postype = back
scale = 1, 1
bindtime = -1
removetime = -2
sprpriority = 9999998
ontop=1
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1

[State カットイン]
type = Explod
trigger1 = animelemno(0) = 35
anim = 14500
pos = 0, 50
postype = back
scale = 0.25, 0.139
bindtime = -1
removetime = -2
sprpriority = 9999999
ontop=1
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= AnimElem = 2
value = S102,5
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。



[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = animelem = 2
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 7;2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1


[State 821, 4]
type = playsnd
trigger1 = animelemno(0) = 35
;trigger1 = var(55) = 0
value = 0,6;S0,29
volume = 1955

[state 190]
type = superpause
trigger1 = animelem = 2
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S102,3;S0,6
volume = 200
channel = 0

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 6700;2004
postype = p1
pos = 15,-160
sprpriority = 30
supermove = 1
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 6500;2006
postype = p1
pos = 0,0;15,-160
sprpriority = 5
supermove = 1
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 90
value = 2301

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2301];攻撃
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
sprpriority = 2

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1


[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = sysvar(3)%13 < 4
trigger1 = var(0) := 1
trigger2 = sysvar(3)%13 = [5, 7]
trigger2 = var(0) := 2
trigger3 = sysvar(3)%13 = [8, 10]
trigger3 = var(0) := 3
trigger4 = sysvar(3)%13 = [11, 13]
trigger4 = var(0) := 4
anim = 100010000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
trans = add
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 本体Explod化]
type = null;Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 4
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [5, 7]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [8, 10]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [11, 13]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [14, 16]
trigger5 = var(0) := 1
trigger6 = animelemno(0) = [17, 19]
trigger6 = var(0) := 2
trigger7 = animelemno(0) = [20, 21]
trigger7 = var(0) := 3
trigger8 = animelemno(0) = [11, 13]
trigger8 = var(0) := 4
anim = 100010000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 0, 速度]
type = velset 
trigger1 = gametime%5=1
x = 2+Random%6
ignorehitpause = 1

[State 0, 速度]
type = velset 
trigger1 = gametime%5=3
x = -2-Random%4
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 15
;trigger1 = var(55) = 0
value = 0,7;S0,29
volume = 3955
ignorehitpause = 1


[State 821, 4]
type = varset
trigger1 = 1
;trigger1 = var(55) = 0
var(24)=Random%5
ignorehitpause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = animelem = 50,>=0
trigger1 = var(24)=5
trigger1 = (GameTime%30) = 0
value = 183,4
channel = 6
volume = -50
freqmul = 3.1
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = animelem = 50,>=0
trigger1 = var(24)=4
trigger1 = (GameTime%30) = 0
value = 183,4
channel = 6
volume = -50
freqmul = 2.9
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = animelem = 50,>=0
trigger1 = var(24)=3
trigger1 = (GameTime%30) = 0
value = 183,4
channel = 6
volume = -50
freqmul = 2.7
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = animelem = 50,>=0
trigger1 = var(24)=2
trigger1 = (GameTime%30) = 0
value = 183,4
channel = 6
volume = -50
freqmul = 2.5
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = animelem = 50,>=0
trigger1 = var(24)=1
trigger1 = (GameTime%30) = 0
value = 183,4
channel = 6
volume = -50
freqmul = 2.2
IgnoreHitPause = 1

[State -2, 音を鳴らす]
type = PlaySnd
triggerall = !ishelper
triggerall = animelem = 50,>=0
trigger1 = var(24)=0
trigger1 = (GameTime%30) = 0
value = 183,4
channel = 6
volume = -50
freqmul = 2.0
IgnoreHitPause = 1


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = null;EnvShake
trigger1 = gametime% 2
;trigger17 = animelemtime(99) >= 0
time  = 2   ;「画面が揺れる時間」を設定。
ampl  = 6    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 176  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません
type = envshake
trigger1 = !ishelper
trigger1 = animelem =40,>=0
trigger1 = gametime%3 = 0
time = 3
freq = 120
ampl = -10
phase = 0
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = AnimElem = 5
;trigger17 = animelemtime(99) >= 0
time  = 40   ;「画面が揺れる時間」を設定。
ampl  = 70    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 176  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 240, 4]
type = null;varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA


[State ]
type = Explod
trigger1 = numExplod(14561) = 0
anim = 14560
sprpriority = 99
postype = back
pos = -50,-25
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
scale = 1.3,1.3
trans = addAlpha
alpha = 230,230
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ID = 14561
[State ]
type = null;Explod
trigger1 = numExplod(9604) = 0
anim = 9604
id = 9604
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 17
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
trigger1 = animelem = 2
anim = 6150
id = 6150
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
;trans = none;add
trans = AddAlpha
alpha = 750,750
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

[State 3050]
type = null;helper
triggerall = palno != [11,12]
trigger1 = Time = 0
;trigger1 = numhelper(100120) = 0
stateno = 100120
helpertype = player
name = "Revarsal2"
id = 100120
pos = 0,0
postype = p1
ownpal = 0


[State 46000]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
trigger1 = 1;time >=3
Projscale = 1,1
ProjAnim = 6000
attr = S, HT
Offset = 0,0
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
ignorehitpause = 1
ground.type = Trip
p2getp1state = 0
p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999
hitflag = MA
fall.xvelicity = 0
fall.yvelicity = 0


[State 0]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno = 6
trigger1 = 1
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 6000
Offset = 0,0
velocity = 0, 0
damage = 6,1
animtype = medium
projremovetime = 300
projhits = 1;99999999999999999999999999
givepower = 0
pausetime = 0,0;99999999999999999999999
sparkno = -1
sparkxy = 0,0
projsprpriority = 7
yaccel            = 0.6
envshake.ampl    = 6
envshake.freq    = 120
fall = 1
fall.recover = 0
;P2stateno = 40000

[State 240, 4]
type = null;envcolor
trigger1 = AnimElem >= 5
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = 1;AnimElem <= 5
time = 2
;time = 50
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = null;envcolor
trigger1 = time = [90,274]
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,7
volume = 1900
;channel = 0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S101,0
volume = 3000
channel = 0

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = (animelem=1)+(animelem=52)+(animelem=93)+(animelem=134)+(animelem=175)+(animelem=216);+(animelem=67)
var(8) = 0
ignorehitpause = 1

[State 0]
type = varadd
triggerall = !ishelper
trigger1 = gametime % 2
var(8) = 1
ignorehitpause = 1

[State 0]
type = allpalfx
triggerall = !ishelper
trigger1 = animelem = 13,>=0
trigger1 = animelem = 52,<=0
trigger2 = animelem = 54,>=0
trigger2 = animelem = 93,<=0
trigger3 = animelem = 95,>=0
trigger3 = animelem = 134,<=0
trigger4 = animelem = 136,>=0
trigger4 = animelem = 175,<=0
trigger5 = animelem = 177,>=0
trigger5 = animelem = 216,<=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = animelem =220,>=0
var(8) = 1
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 220,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1

[State 240, 4]
type = null;RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 273
;trigger2 = p2life = 0
value = 2303

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2303];終了
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2


[State ]
type = removeExplod
trigger1 = 1
ID = 14561

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = 2302
value = 2302
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != 2302
value = 2302
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = 2302
triggerall = RoundState = 2
trigger1 = animelemno(0) < 28
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [29, 35]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [36, 42]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [43, 49]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [50, 55]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [56, 61]
trigger6 = var(0) := 6
anim = 100020000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[State 0]
type = varset;dd
trigger1 = !ishelper
trigger1 = var(8)
trigger1 = animelem = 1,>=0
var(8) = 0;-3
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = AnimElem = 1
;trigger17 = animelemtime(99) >= 0
time  = 40   ;「画面が揺れる時間」を設定。
ampl  = 70    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 176  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 1,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1

[State 821, 画面割れ]
type = playsnd
triggerall = !ishelper
trigger1 = animelem = 2
value = S187,3
volume = 3000
channel = 13
ignorehitpause = 1
[State 240, 画面割れ]
type = Explod
triggerall = !ishelper
trigger1 = animelem = 2
triggerall = !numexplod(14650) 
persistent = 0
ownpal = 1
anim = 14650
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ID = 14650
;removetime = 0
ontop = 1
scale = 1.25,1
sprpriority = 99
;trans = add
trans = sub
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999





[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State ]
type = removeExplod
trigger1 = 1
ID = 9604

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = AnimElem = 2
var(20) = 0

[State 821, 4]
type = stopsnd
trigger1 = p2life = 0
channel = 0

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 60
value = 0
ctrl = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2600];ビーム
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 5]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [6, 7]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [8, 9]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [10, 11]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [12, 111]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [112, 114]
trigger7 = var(0) := 3
trigger8 = animelemno(0) = [115, 118]
trigger8 = var(0) := 7
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1




[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 2
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 4
time = 70;2
value = 0,0,0
under = -1


[State ]
type = Explod
trigger1 = animelem = 8
anim = 14520
id = 14520
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 10
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
trigger1 = animelem = 6
anim = 14510
id = 14510
;sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 5
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 2
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
;sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S102,3;S0,51
volume = 100

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6700;2561
postype = p1
pos = 10,-80
sprpriority = 80
supermove = 1
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
anim = 6500;2562
postype = p1
pos = 0,0;10,-80
sprpriority = 5
supermove = 1
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1



[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 117
value = 2601

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2601];発射
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
;velset = 0,0
sprpriority = 2
;juggle = 15

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = sysvar(3)%13 = [1, 5]
trigger1 = var(0) := 1
trigger2 = sysvar(3)%13 = [6, 9]
trigger2 = var(0) := 2
trigger3 = sysvar(3)%13 = [10, 13]
trigger3 = var(0) := 3
anim = 100010000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 振り向き]
type = null;Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません
type = envshake
trigger1 = !ishelper
trigger1 = animelem =40,>=0
trigger1 = gametime%3 = 0
time = 3
freq = 120
ampl = 20
phase = 0
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = AnimElem = 2
;trigger17 = animelemtime(99) >= 0
time  = 30   ;「画面が揺れる時間」を設定。
ampl  = 66    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 276  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 200  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
             ;ここで決めた段階から徐々に揺れが弱くなっていく。



[State 240, 4]
type = envcolor
trigger1 = AnimElem = 2
time = 20
value = 0,0,0
under = -1

[State 100020]
type = Reversaldef
triggerall = palno != 6
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7
pausetime = 0, 0;999999999999999999999999999999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
ignorehitpause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999



[State 100333]
type =  TargetLifeadd
triggerall = palno != 6
trigger1 = NumTarget != 0
value = -99999999999999999999999999999999999999999999999999999999999999
kill = 1
absolute = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 0]
type = null;PlaySnd
trigger1 = AnimElem = 1
value = 182,1
volume = 255
freqmul = 0.5
ignorehitpause = 1

[State 0]
type = null;PlaySnd
trigger1 = AnimElem = 1
value = 101,0
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,8
volume = 255
freqmul = 0.5
ignorehitpause = 1


[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S101,1
volume = 200

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
ownpal = 1
anim = 6350
postype = p1
pos = 35,-80
sprpriority = 9
owmpal = 1
removetime = 230
scale = 1,1
bindtime = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
ownpal = 1
anim = 14585
postype = p1
pos = 170,0
;sprprioritf = 3
removetime = 230
scale = 1.5,1.5
bindtime = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
ownpal = 1
anim = 6300
postype = p1
pos = 20,-75
;sprprioritf = 3
owmpal = 1
removetime = 230
scale = 1,1
bindtime = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 0, 速度]
type = velset
trigger1 = AnimElem = 2
x = -50
ignorehitpause = 1

[State 106, 1]
type = VelAdd
trigger1 = 1
x = .20

[State 0]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno != 6
trigger1 = 1
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 6400
postype = p1
Offset = 20,-75
velocity = 0, 0
damage = 100,100
animtype = medium
projremovetime = 220
projhits = 1;99999999999999999999999999
givepower = 0
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
projsprpriority = 7
yaccel            = 0.6
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
;P2stateno = 40000

[State 0]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno = 6
trigger1 = 1
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 6400
postype = p1
Offset = 20,-75
velocity = 0, 0
damage = 2,1
animtype = medium
projremovetime = 220
projhits = 1;99999999999999999999999999
givepower = 0
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
projsprpriority = 7
yaccel            = 0.6
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
;P2stateno = 40000

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=2
var(8) = 0
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1



[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1



[State 240, 4]
type = Explod
trigger1 = animelemno(0) = 227
ownpal = 1
anim = 16350
postype = p1
pos = 35,-80
;sprprioritf = 3
owmpal = 1
;removetime = 230
scale = 1,1
bindtime = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999



[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 228
value = 2102

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2610];無に還ろうMAX
type    = S
movetype= I
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = 2611
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != 2611
value = 2611
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 6]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [7, 9]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [10, 12]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [13, 15]
trigger5 = var(0) := 5
trigger6 = animelemno(0) > 16
trigger6 = var(0) := 6
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=2
var(8) = 0
ignorehitpause = 1

[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
trigger1 = AnimElem = 1
var(20) = 1
ignorehitpause = 1

[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 2
time = 3
value = 255,255,255
under = -1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = 1;Time = [3,35]
time = 7;2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1;Time = [3,35]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 2
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
;trigger1 = var(55) = 1
value = S102,3;S0,51
volume = 100
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,6
volume = 1900
ignorehitpause = 1
[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 1
trigger1 = var(55) = 0
value = S0,29

[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 1
trigger1 = var(55) = 1
value = S0,51
volume = 100


[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
;trigger1 = var(55) = 0
anim = 6700;2004
postype = p1
pos = 0,-130
sprpriority = 80
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
;trigger1 = var(55) = 0
anim = 6500;2006
postype = p1
pos = 0,0;-130
sprpriority = 5
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 8940
postype = back
bindtime = -1
pos = 0,0
sprpriority = 99;-1
supermove = 1
ownpal = 1
ontop = 1
scale = 0.9,0.9
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 8950
postype = back
bindtime = -1
pos = 0,0
sprpriority = 99;6
supermove = 1
ownpal = 1
ontop = 1
scale = 0.9,0.9
ignorehitpause = 1


[state ]
type = null
triggerall = !ishelper
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 70
value = 2611
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2611];攻撃
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = 9601
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != 9601
value = 9601
elem = 2
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1


[State 821, 4]
type = playsnd
triggerall = numExplod(9898989898) = 0
trigger1 = animelem = 2
value = S0,7
volume = 1900
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません
type = envshake
trigger1 = !ishelper
trigger1 = gametime%3 = 0
time = 3
freq = 120
ampl = -10
phase = 0
ignorehitpause = 1


[State -2, エフェクト];心境
type = Explod 
triggerall = !ishelper
trigger1 = (GameTime%20) = 0
trigger1 = Enemy,Alive
anim = 16000+Random%9
postype = left
pos = 160,120
sprpriority = 99
ownpal = 1
ontop = 1
scale = 0.5, 0.5
random = 180,150
ID = 16000
facing = 1
supermovetime = 99999999
pausemovetime = 99999999
IgnoreHitPause = 1
Persistent = 4


[State ]
type = Explod
triggerall = numExplod(9898989898) = 0
;triggerall = sysfvar(0) != 1
trigger1 = animelem = 2
anim = 6100
id = 9898989898
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 80
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 100, エフェクトが出てるか出てないか判定]
type = null;Varadd
triggerall = numExplod(9898989898) != 0
triggerall = !ishelper
trigger1 = 1
sysfvar(0) = 1
ignorehitpause = 1

[State 2334, ]
type = Hitdef
triggerall = !var(22)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !ishelper
triggerall = RoundState <= 2
trigger1 = gametime% 2 = 0
attr = SCA, AA,AT,AP
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
priority = 3
hitflag = MAFD
guardflag = MA
pausetime = 0, 2
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -10.5
guard.velocity = -3
air.velocity = -3.7,-5.2
fall.recover = 0
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 0
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
ignorehitpause = 1

[state ]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !ishelper
triggerall = !enemynear,name = "Singularity"
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = 1
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = ifelse(random % 3 = 0, 99999999999999, -99999999999999)
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag=
fall = 1
fall.damage = 0
ignorehitpause = 1

[state ]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !enemynear,name = "Singularity"
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !ishelper
trigger1 = 1
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = ifelse(random % 3 = 0, 99999999999999, -99999999999999)
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag=
fall = 1
fall.damage = 0
ignorehitpause = 1

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

[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = animelem = 2
trigger1 = var(55) = 1
value = SCA
time = 12
ignorehitpause = 1

[State 240, 4]
type = null;envcolor
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
time = 2
value = 0,0,0
ignorehitpause = 1
under = -1


[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = animelem = 330,>=0
var(8) = 1
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 330,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 240, 4]
type = null;envcolor
trigger1 = time = [17,90]
trigger1 = 1
time = 2
;time = 50
value = 255,255,255
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
;trigger1 = time >= 90
trigger1 = 1
time = 3
value = 0,0,20
ignorehitpause = 1
under = -1

[state ]
type = targetlifeadd
trigger1 = numtarget > 0
value = -2147483648
Absolute = 1
ignorehitpause = 1

[state ]
type = targetpoweradd
trigger1 = numtarget > 0
value = -2147483648
ignorehitpause = 1


[State 3100,AssertSpecial]
type = null;AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[state ]
type = null
triggerall = !ishelper
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger2 = numExplod(9898989898) = 0
trigger1 = AnimTime = 0
value = 2003
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 40000];相手死亡ステート
statetype = U
movetype = U
physics = N
movehitpersist = 1
anim = 5150

[State  自キャラ以外だった場合]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 40000]
type = Selfstate
trigger1 = name = "OROCHI G3"
value = 0
ignorehitpause = 1

[State 40000]
type = Statetypeset
trigger1 = !ishelper
statetype = L
movetype = I
physics = N
ignorehitpause = 1

[State 40000]
type = Sprpriority
trigger1 = !ishelper
value = 4
ignorehitpause = 1

[State 40000]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State 40000]
type = nothitby
trigger1 = ishelper
value = SCA


[State 40000]
type = LifeSet
triggerall = name != "OROCHI G3"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 45000]
type = Assertspecial
trigger1 = Name != "OROCHI G3"
flag = Invisible
flag2 = Noshadow
ignorehitpause = 1

[State ]
type = removeExplod
trigger1 = Name != "OROCHI G3"

[State 40000]
type = Posset
triggerall = name != "OROCHI G3"
triggerall = !ishelper
trigger1 = !alive
x = 0
y = 0
ignorehitpause = 1

[State 40000]
type = Selfstate
triggerall = !ishelper
trigger1 = alive
value = 0
ignorehitpause = 1

[State 40000]
type = Removeexplod
triggerall = name != "OROCHI G3"
trigger1 = !ishelper
ignorehitpause = 1


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

[Statedef 1895]
type    = L
movetype= H
physics = N
juggle  = 0
anim = 5110
ctrl = 0
sprpriority = 2

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] 
type = ChangeAnim
persistent = 0
trigger1 = var(57) = 1
value = 5111

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
value = 5150

[State 5110, 11] ;If just died
type = ChangeState
triggerall = alive
trigger1 = Time = 35
value = 5120

;---------------------------------------------------------------------------
; Stand to Crouch AI
[Statedef 16]
type    = C
physics = C
anim = 10

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 10, 2]
type = Changeanim
trigger1 = var(55) = 1
trigger1 = time = 0
value = 2500

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

; ジャンプ AI
[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0
velset = 0,0
sprpriority = 1

[State 0, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 40, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = var(59) > 0
sysvar(3) = 0

[State 40, VarSet cpu 追記]
type = VarSet
triggerall = Time = 0
triggerall = var(59) > 0
trigger1 = P2bodydist X != [-50,40]
trigger2 = EnemyNear,HitDefAttr = SC,AT
sysvar(1) = 1

[State 40, VarSet cpu]
type = VarSet
triggerall = Time = 0
triggerall = var(59) > 0
trigger1 = P2bodydist X = [65,140]
trigger1 = enemynear,statetype != L 
trigger2 = prevstateno = 100
sysvar(2) = 1

; 普通
[State 40]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = var(59) >= 0
x = ifelse(sysvar(1) = 0,0,ifelse(sysvar(1) = 1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = const(velocity.jump.y)

; 大
[State 40]
type = VelSet
trigger1 = var(59) >= 0
trigger1 = AnimTime >= 0 && sysvar(2) && !sysvar(3)
x = ifelse(sysvar(1) = 0,0,ifelse(sysvar(1) = 1,4,-3))
y = -9

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

;---------------------------------------------
；喰らい
[Statedef 702]
type     = U
movetype = I
physics  = N

[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA
time = 40

[State 5000, ダメージ]
type = Varadd
triggerall = life >= 500
trigger1 = 1
sysvar(4) = 50
ignorehitpause = 1

[State 5000, ダメージ]
type = Varadd
triggerall = life <= 500
trigger1 = 1
sysvar(4) = 25
ignorehitpause = 1

[State -2, 迷子]
type = Selfstate
trigger1 = 1
value = 56784563
ignorehitpause = 1
;-----------------------------------------------------------------;---------------------------------------------------------------------------
[Statedef 703];kaihuku
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
velset = 0,0


[State 703, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 703
value = 703
ignorehitpause = 1

[State 750 , 2]
type = envcolor
trigger1 = 1
value = 0,0,0
under = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 20    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State -3, 変数]
type = Varset
trigger1 = AnimElem = 1
var(35) = 1000
ignorehitpause = 1

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = s102, 3

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s102, 2

[State 6787, Effect]
type = Explod
trigger1 = AnimElem = 1
anim = 6700
postype = p1
pos =  0,-70
scale = 1,1
sprpriority = 80
ownpal = 1
bindtime = -1
supermove = 1
removeongethit = 0

[State 6787, Effect]
type = Explod
trigger1 = AnimElem = 13
anim = 6500
postype = p1
pos =  0,0
scale = 1,1
sprpriority = 12
ownpal = 1
bindtime = -1
supermove = 1
removeongethit = 0


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 702, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;---------------------------------------------
；喰らい ダメージ
[Statedef 704]
type     = U
movetype = I
physics  = N
ctrl     = 1
;velset   = 0,0
;anim     = ifelse(StateType=A,132,ifelse(StateType=C,0,0))

[State -2, 9];ﾀﾞﾒｰｼﾞﾎﾞｲｽ
type = PlaySnd
trigger1 = time = 0
volume = 300
value = s180, 0

[State -2 耐性]
type = nothitby
trigger1 = time = 0
value = SCA
time = 5

[State 5000, ダメージ]
type = Varadd
triggerall = life >= 500
trigger1 = time = 0
sysvar(4) = 50
ignorehitpause = 1

[State 5000, ダメージ]
type = Varadd
triggerall = life <= 500
trigger1 = time = 0
sysvar(4) = 25
ignorehitpause = 1

[State 100021];ヘルパー処刑
type = Destroyself
trigger1 = ishelper

[State 702, 状態変更]
type = StateTypeSet
trigger1 = StateType = A
Physics = A
IgnoreHitPause = 1

[State 702, コントロール]
type = CtrlSet
trigger1 = 1
value = 1


[State 702, 軸位置]
type = PosSet
trigger1 = StateType != A
y = 0

[State 702, 移動速度]
type = VelSet
triggerall = StateType = A
trigger1 = Time = [0,1]
x = 0
y = 0

[State 702, ステート変更]
type = ChangeState
trigger1 = 1
value = ifelse(StateType=A,51,ifelse(StateType=C,11,0))
ctrl = 1
;-----------------------------------------------------------------;---------------------------------------------------------------------------
;---------------------------------------------
；シャキーン
[Statedef 710]
type     = S
movetype = I
physics  = N
ctrl     = 0
velset   = 0,0

[State 0, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 0, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 0, 振り向き＆歩き制御＆影消し]
type = Assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
flag3 = noshadow
ignorehitpause = 1

[State 0, 速度]
type = Velset
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 105, 軸]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 4
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [5, 7]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [8, 10]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [11, 13]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [14, 16]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [17, 19]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [20, 22]
trigger7 = var(0) := 7
trigger8 = animelemno(0) = [23, 56]
trigger8 = var(0) := 8
trigger9 = animelemno(0) = [57, 59]
trigger9 = var(0) := 7
trigger10 = animelemno(0) = [60, 62]
trigger10 = var(0) := 6
trigger11 = animelemno(0) = [63, 65]
trigger11 = var(0) := 5
trigger12 = animelemno(0) = [66, 68]
trigger12 = var(0) := 4
trigger13 = animelemno(0) = [69, 71]
trigger13 = var(0) := 3
trigger14 = animelemno(0) = [72, 74]
trigger14 = var(0) := 2
trigger15 = animelemno(0) = [75, 77]
trigger15 = var(0) := 1
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1


[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 750 , 2]
type = PlaySnd
triggerall = animelem = 24,>=0
trigger1 = gametime%7=1
value = s102, 6
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
triggerall = animelem = 24,>=0
trigger1 = gametime%7=1
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = -4    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 26  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 30  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State ]
type = Explod
triggerall = animelem = 24,>=0
trigger1 = gametime%7=1
anim = 7300+random%2
id = 7300
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 99
trans = add
shadow = 0,10,0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 0]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = animelem = 24,>=0
trigger1 = gametime%7=1
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 6000
Offset = 0,0
velocity = 0, 0
damage = 1
postype = p1
projremovetime = 14
projhits = 1
givepower = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
yaccel            = 0.6
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
ID = 710
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 106, 3]
type = Targetlifeadd
triggerall = palno = 6
trigger1 = numtarget
value = -60
absolute = 1
ignorehitpause = 1

[State 106, 3]
type = Targetlifeadd
triggerall = palno != 6
trigger1 = numtarget
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 106, 3]
type = TargetState
triggerall = palno = 6
trigger1 = numtarget
value = 715
ignorehitpause = 1

[State 106, 3]
type = TargetState
triggerall = palno != 6
trigger1 = numtarget
value = 720
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 750 , 3]
type = ChangeState
trigger1 = animelemno(0) = 76
value = 0
ctrl = 1
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;-----------------------------------------------------------------;----------------------------------------------
;---------------------------------------------
；シャキーン 相手 自重
[Statedef 715]
type     = S
movetype = I
physics  = N
ctrl     = 0
velset   = 0,0
anim     = 5150

[State 106, 3]
type = posset
trigger1 = 1
y = 0

[State 820, 相手ステートに戻す]
type = SelfState
trigger1 = Time = 50
value = 5050

；シャキーン 相手
[Statedef 720]
type     = S
movetype = I
physics  = N
ctrl     = 0
velset   = 0,0
anim     = 5150

[State 40000]
type = Selfstate
trigger1 = name = "OROCHI G3"
value = 0
ignorehitpause = 1

[State 106, 3]
type = posset
trigger1 = 1
y = 0

[State 106, 3]
type = lifeset
trigger1 = 1
value = 0

;-----------------------------------------------------------------;----------------------------------------------
[Statedef 730];シュババ
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1

[State 730, アニメ変更]
type = Changeanim
trigger1 = anim != 730
value = 730
ignorehitpause = 1

[State 0, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 0
ignorehitpause = 1


[State 0, ガード不能化]
type = Assertspecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 0, 振り向き＆歩き制御＆影消し]
type = Assertspecial
trigger1 = 1
flag = noautoturn
flag2 = nowalk
flag3 = noshadow
ignorehitpause = 1

[State 0, 速度]
type = Velset
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 105, 軸]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 5]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [6, 7]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [8, 9]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [10, 11]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [12, 13]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [14, 15]
trigger7 = var(0) := 7
trigger8 = animelemno(0) = [16, 30]
trigger8 = var(0) := 8
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1



[State 振り向き]
type = Turn
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1


[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= AnimElem = 2
value = S102,7
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 15   ;「画面が揺れる時間」を設定。
ampl  = 70    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 36  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 80  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません
type = envshake
trigger1 = !ishelper
trigger1 = animelem =15,>=0
trigger1 = gametime%3 = 0
time = 3
freq = 30
ampl = -10
phase = 0
ignorehitpause = 1

[State 840, 1]
type = posset
trigger1 = animelem = 2
y = 0
ignorehitpause = 1

[State 840, 1]
type = posadd
trigger1 = animelemno(0) = [1, 3];animelem = 1
;trigger2 = animelem = 2
;trigger3 = animelem = 3
;trigger4 = animelem = 4
;trigger5 = animelem = 5
;trigger6 = animelem = 6
;trigger7 = animelem = 7
x = 15
ignorehitpause = 1

[State 840, 1]
type = posadd
trigger1 = animelemno(0) = [3, 15];animelem = 1
;trigger2 = animelem = 2
;trigger3 = animelem = 3
;trigger4 = animelem = 4
;trigger5 = animelem = 5
;trigger6 = animelem = 6
;trigger7 = animelem = 7
x = 30
ignorehitpause = 1


[State 840, 1]
type = Velset
trigger1 = animelem = 16
x = 0
ignorehitpause = 1

[State 46000]
type = Projectile
triggerall = !ishelper
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = palno != 6
trigger1 = 1;animelem = 1
;trigger2 = animelem = 2
;trigger3 = animelem = 3
;trigger4 = animelem = 4
;trigger5 = animelem = 5
;trigger6 = animelem = 6
;trigger7 = animelem = 7
ProjAnim = 7400
attr = S, HT
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
hitsound = S102,8
sparkno = 2241
sparkxy =  0,0
ignorehitpause = 1
ground.type = Trip
p2getp1state = 0
p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999
ignorehitpause = 1

[State 0]
type = Projectile
triggerall = !ishelper
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = palno = 6
trigger1 = 1;animelem = 1
;trigger2 = animelem = 2
;trigger3 = animelem = 3
;trigger4 = animelem = 4
;trigger5 = animelem = 5
;trigger6 = animelem = 6
;trigger7 = animelem = 7
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 7400
Offset = 0,0
velocity = 0, 0
damage = 21,1
animtype = medium
projremovetime = 1
projhits = 1;99999999999999999999999999
givepower = 0
pausetime = 0,0;99999999999999999999999
hitsound = S102,8
sparkno = 2241
sparkxy = 0,0
ground.type　=　low
ground.slidetime = 20
ground.hittime  =  11
ground.velocity = 1,-12
airguard.velocity = -1.9
air.velocity = -1.3,-3
projhits = 1
fall = 1
fall.recover = 0
;P2stateno = 40000
ignorehitpause = 1



[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 840, 5]
type = ChangeState
trigger1 = animelemno(0) = 29;AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 731];次元の顎に引き裂かれよ！
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1


[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) = [0, 3]
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 6]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [7, 9]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [10, 12]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [13, 15]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [16, 90]
trigger6 = var(0) := 6
anim = 100001000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1




[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
triggerall = var(55) = 0
trigger1 = animelem = 2
var(20) = 1
ignorehitpause = 1

[State 240, 4]
type = varset
triggerall = p2movetype != H
triggerall = var(55) = 0
trigger1 = 1
var(20) = 0
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = animelem = 2
time = 3
value = 255,255,255
under = -1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 8;2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = animelem = 2
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
ignorehitpause = 1


[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
;trigger1 = var(55) = 0
value = S102,3;S0,29
volume = 100
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 2
;trigger1 = var(55) = 0
anim = 6700;2004
postype = p1
pos = 0,-130
sprpriority = 80
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 6
;trigger1 = var(55) = 0
anim = 6500;2006
postype = p1
pos = 0,0;0,-130
sprpriority = 5
supermove = 1
ownpal = 1
ignorehitpause = 1


[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=2
var(8) = 0
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = animelem = 50,>=0
var(8) = 1
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 50,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = animelem=3
value = S186,1
volume = 1050
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1



[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 89
value = 732
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
[Statedef 732];攻撃
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2




[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = sysvar(3)%18 = [1, 3]
trigger1 = var(0) := 1
trigger2 = sysvar(3)%18 = [4, 6]
trigger2 = var(0) := 2
trigger3 = sysvar(3)%18 = [7, 9]
trigger3 = var(0) := 3
trigger4 = sysvar(3)%18 = [10, 12]
trigger4 = var(0) := 4
trigger5 = sysvar(3)%18 = [13, 15]
trigger5 = var(0) := 5
trigger6 = sysvar(3)%18 = [16, 18]
trigger6 = var(0) := 6
anim = 100010000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem =18,>=0
trigger1 = gametime% 18 = 0
;trigger17 = animelemtime(99) >= 0
time  = 18   ;「画面が揺れる時間」を設定。
ampl  = 5    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 66  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 70  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
             ;ここで決めた段階から徐々に揺れが弱くなっていく。
ignorehitpause = 1

[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
ignorehitpause = 1
trigger1 = AnimElem = 2
;trigger17 = animelemtime(99) >= 0
time  = 18   ;「画面が揺れる時間」を設定。
ampl  = 76    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 776  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 700  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = null;EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません
type = null;envshake
trigger1 = !ishelper
trigger1 = animelem =18,>=0
trigger1 = gametime%3 = 0
time = 3
freq = 120
ampl = -20
phase = 0
ignorehitpause = 1

[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
triggerall = palno != 12
trigger1 = 1
value = SCA
ignorehitpause = 1


[State ]
type = Explod
trigger1 = animelem = 2
anim = 14540
id = 14540
sprpriority = 4
postype = back
pos = 0,-50
bindtime = -1
supermove = 0
scale = 0.6,0.6
under = 0
ownpal = 1
ontop = 1
trans = AddAlpha
alpha = 130,130
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
ownpal = 1
anim = 14580
postype = back
pos = 0,-50
bindtime = -1
supermove = 0
under = 0
ownpal = 1
removetime = 243
scale = 0.6,0.6
ontop = 1
sprpriority = 99
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
ownpal = 1
anim = 9550
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
removetime = 243
ontop = 1
sprpriority = 99
trans = AddAlpha
alpha = 230,230
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = envcolor
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S102,4
volume = 100
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 80
value = S180,2
volume = 200
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = gametime% 18 = 0
value = S180,3
volume = 150
channel = 10
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1


[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(8)
trigger1 = animelem = 2,>=0
trigger1 = animelem = 180,<=0
var(8) = -2
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 2,>=0
trigger1 = animelem = 180,<=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = animelem = 180,>=0
var(8) = 1
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 180,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1

[State 46000]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
;triggerall = palno != 6
trigger1 = 1
Projscale = 1,1
ProjAnim = 6000
attr = S, HT
Offset = 0,0
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
ignorehitpause = 1
ground.type = Trip
p2getp1state = 0
p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999
hitflag = MA
fall.xvelicity = 0
fall.yvelicity = 0
ignorehitpause = 1


[State 0]
type = Projectile
triggerall = !var(21)
triggerall = palno != 6
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = enemy,stateno != 734
triggerall = enemy,stateno != 11000
trigger1 = 1
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 10010
Offset = 0,0
velocity = 0, 0
damage = 100
animtype = medium
projremovetime = 1
projhits = 1
givepower = 0
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
yaccel            = 0.6
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
ID = 2000
p2stateno = 45000
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 270
;trigger2 = win
value = 733
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 733];終了
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = RoundState = 2
trigger1 = animelemno(0) < 17
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [18, 24]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [25, 31]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [32, 38]
trigger4 = var(0) := 4
anim = 100020000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(8)
trigger1 = animelem = 2,>=0
var(8) = -3
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 2,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 821, 4]
type = stopsnd
trigger1 = 1
channel = 10
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S180,1
volume = 200
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
ownpal = 1
anim = 9600
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
removetime = 9
ontop = 1
sprpriority = 5
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1
pausemovetime = 999

[State 240, 4]
type = varset
trigger1 = AnimElem = 2
var(20) = 0
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 37
value = 0
ctrl = 1
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;超即死投げ
[Statedef 734]
type = S
movetype = A
physics = N
ctrl = 0
anim = 0
velset = 0,0

[State -2 耐性]
type = nothitby
trigger1 = 1
value = SCA

[State -2]
type = SelfState
trigger1 = Name = "OROCHI G3"
trigger1 = alive
value = 0
ctrl = 1
ignorehitpause = 1

[State ]
type = ChangeAnim2
trigger1 = 1
value = 6000

[State ]
type = Hitdef
triggerall = !var(22)
trigger1 = 1
attr = , HP;,HA
sparkxy = 99999,-99999
pausetime = 2,2
ignorehitpause = 1

[State ]
type = Pause
triggerall = !(ishelper)
trigger1 = roundstate = 2
trigger1 = !alive
time = 3
movetime = 3
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999
[State ]
type = SuperPause
triggerall = !(ishelper)
trigger1 = roundstate = 2
trigger1 = !alive
time = 3
movetime = 3
anim = -1
darken = 0
p2defmul = 1
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State ]
type = Changestate
trigger1 = hitpausetime >= 1
value = 11000
ignorehitpause = 1
;--------------------------------------------------------
[Statedef 2720];無に還ろうEX
type    = S
movetype= I
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 6]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [7, 9]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [10, 12]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [13, 15]
trigger5 = var(0) := 5
trigger6 = animelemno(0) > 16
trigger6 = var(0) := 6
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= AnimElem = 2
value = S102,5
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 1
value = 255,255,255
under = -1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 7;2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 2
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
;trigger1 = var(55) = 1
value = S102,3;S0,51
volume = 100
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,6
volume = 1900
ignorehitpause = 1
[State 821, 4]
type = null;playsnd
trigger1 = AnimElem =2
trigger1 = var(55) = 0
value = S0,29

[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 2
trigger1 = var(55) = 1
value = S0,51
volume = 100

[State ]
type = Explod
trigger1 = animelem = 2
anim = 14530
id = 14530
sprpriority = 99;2
postype = back
pos = 0,-150
bindtime = -1
supermove = 0
scale = 0.65,0.65
under = 0
ownpal = 1
ontop = 1
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
;trigger1 = var(55) = 0
anim = 6700;2004
postype = p1
pos = 0,-130
sprpriority = 80
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
;trigger1 = var(55) = 0
anim = 6500;2006
postype = p1
pos = 0,0;-130
sprpriority = 5
supermove = 1
ownpal = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2
ignorehitpause = 1


[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=2
var(8) = 0
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = animelem = 5,>=0
var(8) = 2
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 5,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1


[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 49
value = 2721
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2721];攻撃
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = animelem = 2
value = S0,7
volume = 1900

ignorehitpause = 1

[State 821, 4]
type = null;playsnd
trigger1 = animelem = 1
value = S182,0
volume = 1255

ignorehitpause = 1

[State 821, 4]
type = null;playsnd
trigger1 = animelem = 22
value = 180,2
volume = 1255
channel = 6

ignorehitpause = 1

[state ]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !ishelper
trigger1 = 1
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = 2147483648
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
fall = 1
fall.damage = 0
ignorehitpause = 1

[state ]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !ishelper
trigger1 = 1
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = 2147483648
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
fall = 1
fall.damage = 0
ignorehitpause = 1



[State ]
type = Explod
trigger1 = animelem = 2
anim = 9603
id = 9603
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 99
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State ]
type = Explod
trigger1 = animelem = 2
anim = 9602
id = 9602
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 99
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = null;Explod
trigger1 = animelem = 2
anim = 7050
id = 7050
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 2
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 0]
type = PlaySnd
trigger1 = animelem = 55
trigger2 = animelem = 59
trigger3 = animelem = 85
trigger4 = animelem = 91
trigger5 = animelem = 97
trigger6 = animelem = 105
trigger7 = animelem = 109
trigger8 = animelem = 116
trigger9 = animelem = 129
trigger10 = animelem = 150
trigger11 = animelem = 152
trigger12 = animelem = 154
trigger13 = animelem = 161
trigger14 = animelem = 166
trigger15 = animelem = 178
trigger16 = animelem = 198
trigger17 = animelem = 25
value = 0,19
volume = 525
freqmul = 0.5
ignorehitpause = 1

[State 0]
type = PlaySnd
trigger1 = animelem = 55
trigger2 = animelem = 59
trigger3 = animelem = 85
trigger4 = animelem = 91
trigger5 = animelem = 97
trigger6 = animelem = 105
trigger7 = animelem = 109
trigger8 = animelem = 116
trigger9 = animelem = 129
trigger10 = animelem = 150
trigger11 = animelem = 152
trigger12 = animelem = 154
trigger13 = animelem = 161
trigger14 = animelem = 166
trigger15 = animelem = 178
trigger16 = animelem = 198
trigger17 = animelem = 25
value = 180,1
volume = 755
freqmul = 0.5
ignorehitpause = 1

[State 0]
type = PlaySnd
trigger1 = animelem = 198
value = 0,8
volume = 855
freqmul = 1.5
ignorehitpause = 1


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 55
trigger2 = animelem = 59
trigger3 = animelem = 85
trigger4 = animelem = 91
trigger5 = animelem = 97
trigger6 = animelem = 105
trigger7 = animelem = 109
trigger8 = animelem = 116
trigger9 = animelem = 129
trigger10 = animelem = 150
trigger11 = animelem = 152
trigger12 = animelem = 154
trigger13 = animelem = 161
trigger14 = animelem = 166
trigger15 = animelem = 178
trigger16 = animelem = 25
;trigger16 = animelem = 198
;trigger17 = animelemtime(99) >= 0
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。



;time  = 18   ;「画面が揺れる時間」を設定。
;ampl  = 6    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
;freq  = 176  ;「画面が揺れる速度」を設定。デフォルトは60。
;phase = 100  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。

;ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 198
time  = 20   ;「画面が揺れる時間」を設定。
ampl  = 120    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 120  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。

ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。


[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = var(8)
trigger1 = animelem = 2,>=0
trigger1 = animelem = 202,<=0
var(8) = -4
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 2,>=0
trigger1 = animelem = 202,<=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = animelem = 202,>=0
var(8) = 1
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 202,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1


[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0

ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = animelem = 2
trigger1 = var(55) = 1
value = SCA
time = 12

ignorehitpause = 1

[State 240, 4]
type = envcolor
;trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[state ]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
triggerall = !ishelper
trigger1 = 1
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = 2147483648
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
fall = 1
fall.damage = 0
ignorehitpause = 1


[state ]
type = targetlifeadd
trigger1 = numtarget > 0
value = -2147483648
Absolute = 1
ignorehitpause = 1

[state ]
type = targetpoweradd
trigger1 = numtarget > 0
value = -2147483648
ignorehitpause = 1


[State 0]
type = null;Projectile
trigger1 = time >=3
Projscale = 1,1
attr = S, HT
hitflag = MADFP
ProjAnim = 6000
Offset = 0,0
velocity = 0, 0
damage = (666+var(17)*66),666
animtype = medium
projremovetime = 300
projhits = 99999999999999999999999999
givepower = 0
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
projsprpriority = 7
yaccel            = 0.6
envshake.ampl    = 6
envshake.freq    = 120
projhits = 1
fall = 1
fall.recover = 0
P2stateno = 40000

ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 231
value = 2003

ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2730];どばばばーん
type    = S
movetype= I
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
sprpriority = 2


[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = 9606
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != 9606
value = 9606
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = 9606
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 6]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [7, 9]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [10, 12]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [13, 15]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [16, 65]
trigger6 = var(0) := 6
trigger7 = animelemno(0) = [66, 67]
trigger7 = var(0) := 5
trigger8 = animelemno(0) = [68, 69]
trigger8 = var(0) := 6
trigger9 = animelemno(0) = [70, 71]
trigger9 = var(0) := 7
trigger10 = animelemno(0) = [72, 73]
trigger10 = var(0) := 8
trigger11 = animelemno(0) = [74, 75]
trigger11 = var(0) := 9
trigger12 = animelemno(0) = [76, 77]
trigger12 = var(0) := 10
trigger13 = animelemno(0) = [78, 79]
trigger13 = var(0) := 11
trigger14 = animelemno(0) = [80, 89]
trigger14 = var(0) := 12
trigger15 = animelemno(0) = [90, 98]
trigger15 = var(0) := 13
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1


[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 7;2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
triggerall = !numexplod(9100) 
ownpal = 1
anim = 9100
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ID = 9100
;removetime = 0;28
ontop = 1
sprpriority = -1
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 13
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S102,3;S0,6
volume = 200
channel = 0
ignorehitpause = 1


[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6700;2004
postype = p1
pos = 0,-130
sprpriority = 80
supermove = 1
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 10
anim = 6500;2006
postype = p1
pos = 0,0;15,-160
sprpriority = 5
supermove = 1
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 74
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 74
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 1,1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1 = AnimElem = 2
value = S0,6
volume = 1900
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1 = AnimElem = 74
value = S102,5
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 97
value = 2731
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2731];攻撃
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
;438


[State -2]
type = Assertspecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 240, 4]
type = envcolor
trigger1 = AnimElem <= 200
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 0]
type = EnvShake
trigger1 = AnimElemTime(130) <= 0
trigger1 = (GameTime%3) = 1
time = 3
ampl = -3
freq = 95
phase = 95
ignorehitpause = 1

[State 0]
type = EnvShake
trigger1 = AnimElemTime(175) >= 0
trigger1 = (GameTime%4) = 1
time = 4
ampl = -10
freq = 95
phase = 95
ignorehitpause = 1

[State 0]
type = EnvShake
trigger1 = AnimElem = 145
time = 70
ampl = 220
freq = 395
phase = 395
ignorehitpause = 1


[State 0]
type = varset
trigger1 = !ishelper
trigger1 = animelem=2
var(8) = 0
ignorehitpause = 1

[State 0]
type = varadd
trigger1 = !ishelper
trigger1 = animelem = 270,>=0
var(8) = 1
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 270,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = animelem = 2
anim = 9605
id = 9605
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 15
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


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



[state ]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !ishelper
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
;trigger1 = AnimElem >= 145
trigger1 = 1
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = ifelse(random % 3 = 0, 99999999999999, -99999999999999)
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag=
fall = 1
fall.damage = 0
ignorehitpause = 1

[state ]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall = !ishelper
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
;trigger1 = AnimElem >= 145
trigger1 = 1
projanim = 6000
projremove = 1
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = SCA,HA,HP,HT
animtype = back
damage = ifelse(random % 3 = 0, 99999999999999, -99999999999999)
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag=
fall = 1
fall.damage = 0
ignorehitpause = 1

[State 46000]
type = Projectile
triggerall = !var(21)
triggerall = !(enemynear,authorname = "Pre-to") || enemynear,authorname = "Pre-to" && (enemynear,name = "magatu" || enemynear,name = "gengetu" || enemynear,name = "satuzinki_S")
triggerall = !(enemynear,name = "AhojinGod")
triggerall= !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
;trigger1 = AnimElem >= 145
trigger1 = 1
Projscale = 1,1
ProjAnim = 6000
attr = SCA, AA, AT, AP
Offset = 0,0
projremovetime = 1
sparkxy = 99999,-99999
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
ignorehitpause = 1
ground.type = Trip
p2getp1state = 0
p2stateno = 5100
fall = 1
fall.recover = 0
yaccel = 9999999
fall.damage = 9999999999999
hitflag = MAFD
fall.xvelicity = 0
fall.yvelicity = 0
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem >= 45
trigger1 = AnimElem <= 50
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1
[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,7
volume = 1900
ignorehitpause = 1

[State 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,30
volume = 255
freqmul = 0.7
ignorehitpause = 1

[State 0]
type = PlaySnd
trigger1 = AnimElem = 145
value = 182,1
volume = 1255
freqmul = 0.6
ignorehitpause = 1

[State 0]
type = PlaySnd
trigger1 = AnimElem = 145
value = 101,0
volume = 1255
freqmul = 0.9
ignorehitpause = 1

[State 0]
type = PlaySnd
trigger1 = AnimElem = 145
value = 0,8
volume = 255
freqmul = 0.6
ignorehitpause = 1


[State 240, 4]
type = null;RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 350
;trigger2 = p2life = 0
value = 2733
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 2733];終了
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(9605)
ID = 9605
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 17
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [18, 24]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [25, 31]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [32, 38]
trigger4 = var(0) := 4
anim = 100020000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 0]
type = varset
trigger1 = !ishelper
trigger1 = var(8)
trigger1 = animelem = 2,>=0
var(8) = 0
ignorehitpause = 1

[State 0]
type = allpalfx
trigger1 = !ishelper
trigger1 = animelem = 2,>=0
time = 1
mul = 255-var(8)*8,255-var(8)*8,255-var(8)*8
ignorehitpause = 1



[State 821, 画面割れ]
type = playsnd
triggerall = !ishelper
trigger1 = animelem = 2
value = S187,3
volume = 3000
channel = 13
ignorehitpause = 1
[State 240, 画面割れ]
type = Explod
triggerall = !ishelper
trigger1 = animelem = 2
triggerall = !numexplod(14650) 
persistent = 0
ownpal = 1
anim = 14650
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ID = 14650
;removetime = 0
ontop = 1
scale = 1.25,1
sprpriority = 99
;trans = add
trans = sub
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999




[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

ignorehitpause = 1



[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = AnimElem = 2
var(20) = 0

ignorehitpause = 1

[State 821, 4]
type = stopsnd
trigger1 = p2life = 0
channel = 0

ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1



[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1


[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 37
value = 0
ctrl = 1

ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;--------------------------------------------------------
[Statedef 8900];超連撃
movetype = A
poweradd = -2000
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 8900
value = 8900
ignorehitpause = 1

[State -2, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
;trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
postype = p1
pos = 0,-78
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 1,1
;trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 840,0]
type = Playsnd
trigger1= AnimElem = 1
value = S102,5
ignorehitpause = 1


[State 100, 軸位置]
type = null;velset
trigger1 = AnimElem = 1
y = 0
x = 0
ignorehitpause = 1

[State 100, 耐性]
type = nothitby
trigger1 = !ishelper
value = SCA
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 1
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
;sound = S0,29
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
;trigger1 = var(55) = 0
value = S187,2;S0,29
ignorehitpause = 1

[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 1
value = S188,1
ignorehitpause = 1

[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 1
trigger1 = var(55) = 1
value = S0,51
volume = 100

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = var(55) = 0
anim = 14700;6500;2004
postype = p1
pos = 30,-130;-130
sprpriority = -1
supermove = 1
ownpal = 1
;trans = sub
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 1
time = 54
value = 0,0,0
under = -1
ignorehitpause = 1


[State -3]
type =velset
x = 0
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 17
trigger5 = AnimElem = 26
trigger6 = AnimElem = 32
ignorehitpause = 1


[State -3]
type =velset
x = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 27
trigger7 = AnimElem = 35
ignorehitpause = 1


[State -3]
type =velset
y = -10
trigger1 = AnimElem = 33
ignorehitpause = 1

[State -2, grv]
Type = VelAdd
trigger1 = AnimElem = 34,>= 0
y = 0.5


[State 702, 状態変更]
type = StateTypeSet
trigger1 = AnimElem = 1
StateType = S
Physics = N
IgnoreHitPause = 1

[State 702, 状態変更]
type = StateTypeSet
trigger1 = AnimElem = 34
StateType = A
Physics = A
IgnoreHitPause = 1


[State 640, 3]
type = HitDef
trigger1 = animelem = 36
attr = A, NA
animtype = DiagUp
damage    = 500,500
guardflag = H
priority = 4
pausetime = 0,0
sparkno = S14600
guard.sparkno = S14600
sparkxy = -10,-40
hitsound   = S0,12
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,-15
air.velocity = 0,-15
fall = 1
fall.recover = 0
;air.juggle  = 15
envshake.time = 30;ヒット時画面振動時間 (int)
envshake.freq = 50;振動数 (float)
envshake.ampl = 50;振幅 (int)
envshake.phase = 100;位相 (float)



[State , 画面振動];※縦揺れしか出来ません。横揺れ用は存在しません。
type = EnvShake
trigger1 = animelem = 2
time  = 10   ;「画面が揺れる時間」を設定。
ampl  = 60    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 76  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 90  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
ignorehitpause = 1             ;ここで決めた段階から徐々に揺れが弱くなっていく。



[State 750 , 1]
type = hitdef
triggerall = !var(22)
triggerall = !enemynear,name = "Singularity"
triggerall = !(enemynear,name="ONI-MIKO-REIMU"&&enemynear,SelfAnimExist(13000))
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimElem = 21
trigger6 = AnimElem = 27
attr = S, NA
damage    = 55,55
animtype = medium
getpower = 10
givepower = 20,10
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0,25
hitsound = S0,20
guardsound = S0,25
sparkno = S14600
sparkxy = -10,-80
ground.type = High
ground.slidetime = 12
;ground.slidetime = 3
ground.hittime  =  11
ground.velocity = -5
airguard.velocity = -1.9
air.velocity = -1.3,-3
forcestand = 1
envshake.time = 6 
envshake.freq = 36
envshake.ampl = 16
envshake.phase = 100
ignorehitpause = 1


[State 240, 4]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
anim = 8901
postype = p1
pos = 90,-150
bindtime = -1
ontop = 1
sprpriority = 6
ownpal = 1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1


[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 34
anim = 8902
postype = p1
pos = 55,-30
bindtime = -1
ontop = 1
sprpriority = 6
ownpal = 1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1


[State 240, 4]
type = Explod
trigger1 = AnimElem = 26
anim = 8903
postype = p1
pos = 0,0
bindtime = -1
ontop = 1
sprpriority = 6
ownpal = 1
trans = sub
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[state ]
type = null
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1


[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
trigger5 = AnimElem = 27
trigger6 = AnimElem = 34
value = s187,0
ignorehitpause = 1

[State 750 , 2]
type = PlaySnd
trigger1 = AnimElem = 23
value = s0,14
ignorehitpause = 1

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[State 702, ステート変更]
type = ChangeState
trigger1 = AnimElem = 35,>= 0
trigger1 = pos y >= 0
value = 52
ctrl = 0
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1
;--------------------------------------------------------
[Statedef 11111111];論外化
type    = S
movetype = I
physics  = S
anim = 6002
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State -3, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze
ignorehitpause = 1
[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver
ignorehitpause = 1
[State 181, 1]
type = lifeset
trigger1 = 1
value = lifemax
ignorehitpause = 1
[State 耐性]
type = AssertSpecial 
trigger1 = 1
flag = noko  
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
ignorehitpause = 1
[State 準ステ固定]
type = Changestate
triggerall = !ishelper
trigger1 = 1
value = 120
ignorehitpause = 1
;--------------------------------------------------------
[Statedef 61000];強制死の宣告（仮）
type    = S
movetype= I
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
sprpriority = 2

[State 10, 2]
type = Changeanim
trigger1 = anim != 61000
value = 61000


[State 100, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
trigger1 = AnimElem = 1
var(20) = 1

[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0

[State 240, 4]
type = envcolor
trigger1 = 1;Time = [3,35]
time = 7;2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1;Time = [3,35]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = AnimElem = 12
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 12
;trigger1 = var(55) = 1
value = S102,3;S0,51
volume = 100

[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0

[State 240, 4]
type = varset
triggerall = AnimElem = 1
trigger1 = 1
var(54) = 0

[State 240, 4]
type = varadd
;triggerall = var(54) = [0,99]
triggerall = 1;gametime% 4 = 0
trigger1 = 1
var(54) = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 12
value = S0,6
volume = 1900

[State 821, 4]
type = playsnd
trigger1 = gametime% 40 = 0;gametime% 100-var(54) = 0
triggerall = animelemtime(12) < 0
value = S181,0
volume = 100


[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
;trigger1 = var(55) = 0
anim = 6700;2004
postype = p1
pos = 0,-130
sprpriority = 80
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
;trigger1 = var(55) = 0
anim = 6500;2006
postype = p1
pos = 0,0;-130
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 8940
postype = back
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1
scale = 0.7,0.7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 8950
postype = back
pos = 0,0
sprpriority = 6
supermove = 1
ownpal = 1
scale = 0.7,0.7


[state ]
type = null
triggerall = !ishelper
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 61001

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 61001];攻撃
type    = U
movetype= A
physics = C
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 61001
value = 61001
ignorehitpause = 1


[State 100, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State -2, 占有ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper+Enemy,numhelper<=56
ID = 110022
name = "GGG"
postype = p1
pos = 0, 0
stateno = 110022
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 821, 4]
type = Lifeset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 821, 4]
type = playsnd
triggerall = numExplod(9797979797) = 0
trigger1 = animelem = 1
value = S0,7
volume = 1900

[State ]
type = Explod
triggerall = numExplod(9797979797) = 0
triggerall = sysfvar(0) != 1
trigger1 = animelem = 1
anim = 6100
id = 9797979797
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
sprpriority = 5
;trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 100, エフェクトが出てるか出てないか判定]
type = null;Varadd
triggerall = numExplod(9797979797) != 0
triggerall = !ishelper
trigger1 = 1
sysfvar(0) = 1
ignorehitpause = 1

[State 3581, 蘇生用]
type = Hitdef
triggerall = animelemtime(40) > 0
trigger1 = !ishelper
attr = , AA, AT, AP  
;hitflag = MAFD
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = s-1
pausetime = 10, 0
affectteam = f
ignorehitpause = 1

[State 3581, 蘇生ステートへ]
type = Changestate
triggerall = !ishelper
trigger1 = hitpausetime
value = 4040404
ignorehitpause = 1

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

[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 170, 1]
type = NotHitBy
trigger1 = animelem = 1
trigger1 = var(55) = 1
value = SCA
time = 12

[State 240, 4]
type = null;envcolor
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
time = 2
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = null;envcolor
trigger1 = time = [17,90]
trigger1 = 1
time = 2
;time = 50
value = 255,255,255
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
;trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[state ]
type = null
triggerall = !ishelper
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 61002];待機
type    = U
movetype= A
physics = C
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3581, 蘇生ステートへ]
type = Changestate
triggerall = !ishelper
trigger1 = !Alive 
trigger1 = hitpausetime
value = 4040404
ignorehitpause = 1

[State 3581, 生き返ってない]
type = null;Changestate
triggerall = !ishelper
trigger1 = !Alive 
value = 61001
ignorehitpause = 1

[State 210, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 61002
value = 61002
ignorehitpause = 1

[State 821, 4]
type = Lifeset
trigger1 = 1;RoundState = 2
value = lifemax
ignorehitpause = 1

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

[State 240, 4]
type = varset
triggerall = p2movetype != H
trigger1 = 1
var(20) = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 170, 1]
type = NotHitBy
trigger1 = animelem = 1
trigger1 = var(55) = 1
value = SCA
time = 12

[State 240, 4]
type = envcolor
;trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[state ]
type = null
triggerall = !ishelper
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = !numExplod(9797979797)
value = 2003
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

[Statedef 14565];飛び道具
type    = A
movetype= A
physics = C
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 210, 自キャラ以外]
type = Changestate
trigger1 = name != "OROCHI G3"
value = 45000
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
triggerall = animtime != [-2, -1]
trigger1 = anim = stateno
value = anim
elem = animelemno(0) + 1
ignorehitpause = 1

[State 0, アニメ変更]
type = Changeanim
trigger1 = animtime = [-2, -1]
trigger2 = anim != stateno
value = stateno
elem = 2
ignorehitpause = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

[State 0, 本体Explod化]
type = Explod
triggerall = anim = stateno
triggerall = RoundState = 2
trigger1 = animelemno(0) < 3
trigger1 = var(0) := 1
trigger2 = animelemno(0) = [4, 5]
trigger2 = var(0) := 2
trigger3 = animelemno(0) = [6, 23]
trigger3 = var(0) := 3
trigger4 = animelemno(0) = [24, 27]
trigger4 = var(0) := 4
trigger5 = animelemno(0) = [28, 31]
trigger5 = var(0) := 5
trigger6 = animelemno(0) = [32, 34]
trigger6 = var(0) := 6
anim = 100000000 + anim + var(0)
ID = 1
postype = left
pos = ceil(160 + pos x), ceil(screenpos y)
facing = facing
scale = const(size.xscale), const(size.yscale)
ownpal = 0
sprpriority = 7
ontop = 1
removetime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 0, 透明化]
type = Assertspecial
trigger1 = numexplod(1)
flag = invisible
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = var(48)<60
value = SCA

[State ]
type = Helper
trigger1 = !var(21)
trigger1 = animelem = 7
id = 14550
persistent = 0
name = "tobi"
pos = 80,-50
postype = P1
stateno = 14550
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[state ]
type = null
triggerall = !ishelper
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animelemno(0) = 33
value = 0
ignorehitpause = 1

[State 準ステ固定]
type = Changestate
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

;---------------------------------------------------------------------------
; 禊
;
[Statedef 16400]
type     = A
movetype = A
physics  = N
ctrl     = 0

[State 0, アニメ変更]
type = Changeanim
trigger1 = anim != 16400
value = 16400
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = !ishelper
triggerall = animelemno(0) = 2
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1



[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 7200
postype = p1
pos = -5,-100
;sprprioritf = 3
sprpriority = -1
ownpal = 1
scale = 0.4,0.4
;trans = sub
supermove = 1
supermovetime = 999
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1


[State 3000,00]
type = BGPalfx
trigger1 = animelem = 4
add = 30,30,140
mul = 40,40,40
sinadd = 10, 10, 10
invertall = -1
time = 144

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 7
;trigger1 = var(55) = 0
value = S0,12
ignorehitpause = 1

[State 1000, 3]
type = EnvShake
trigger1 = animelem = 7
time  = 20   ;「画面が揺れる時間」を設定。
ampl  = 40    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 86  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 110  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
Persistent = 0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 7
;trigger1 = var(55) = 0
value = S187,2;S0,29
ignorehitpause = 1
[State 240, 4]
type = Explod
trigger1 = AnimElem = 7
;trigger1 = var(55) = 0
anim = 14700;6500;2004
postype = p1
pos = 30,-50;-130
sprpriority = -1
supermove = 1
supermovetime = 999
ownpal = 1
;trans = sub
ignorehitpause = 1


[State 1000,***]
type = AssertSpecial
trigger1 = animelem = 1
flag = noshadow


[State 1000,***]
type = SuperPause
trigger1 = animelem = 1
time = 85
movetime = 85
anim = -1
darken = 0
unhittable = 1

[State 0, Explod初期化]
type = Removeexplod
trigger1 = numexplod(1)
ID = 1
ignorehitpause = 1

;----------------------------------------------------------------
[State 4];ぶつかり
type = PlayerPush
trigger1 = pos y < 0
trigger2 = anim = 16400
trigger2 = animelem = 12,<=0
value = 0


[State 821, 4]
type = playsnd
trigger1 = AnimElem = 7
value = S192,0
ignorehitpause = 1

[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 13
value = S0,11
freqmul = 1.3
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 13
value = S0,12;S0,29
freqmul = 0.7
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
ownpal = 1
anim = 14585
postype = p1
pos = 0,0
;sprprioritf = 3
;removetime = 60
scale = 1,1
bindtime = -1
facing = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
ownpal = 1
anim = 14585
postype = p1
pos = 0,0
;sprprioritf = 3
;removetime = 60
scale = 1,1
bindtime = -1
facing = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
ownpal = 1
anim = 16500
postype = p1
pos = 0,0
;sprprioritf = 3
;removetime = 60
scale = 1.5,1.5
;bindtime = -1
facing = -1
pausemovetime = 999999999999999
supermovetime = 999999999999999



[State 821, 4]
type = playsnd
trigger1 = AnimElem = 11
value = S0,22
ignorehitpause = 1

[State 4];速度を与える
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0

[State 4];速度を与える
type = VelSet
trigger1 = animelem = 11
y = -40
[State 4];速度を与える
type = VelSet
trigger1 = animelem = 12
y = 80

[State 4];速度を与える
type = posSet
trigger1 = animelem = 12,=0
x = (enemynear,pos x)

[State 4];速度を与える
type = posadd
trigger1 = animelem = 13,=1
x = -5

[State 4];速度を与える
type = VelSet
trigger1 = animelem = 13,>=0
trigger1 = pos y >= -5
y = 0

[State 4];速度を与える
type = posSet
trigger1 = animelem = 13,>=0
trigger1 = pos y >= -5
y = 0

[State 1000, 3]
type = EnvShake
trigger1 = animelem = 14
time  = 40   ;「画面が揺れる時間」を設定。
ampl  = 50    ;「画面が揺れる縦の幅（範囲）」を設定。デフォルトは-4。
freq  = 96  ;「画面が揺れる速度」を設定。デフォルトは60。
phase = 110  ;「画面が揺れる最初の段階の強さ（規模）」を設定。デフォルトは90。
Persistent = 0


[State 1300, NotHitby]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
ignorehitpause=1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 14
value = S188,1
ignorehitpause = 1

[State 200, ヒット定義]
type = HitDef 
trigger1 = animelem = 14
attr = A,HA 
damage = 1200,999
animtype  = M
ground.type = trip
;guardflag = H
pausetime = 15,50
sparkno = S30015+random%4
guard.sparkno = s30302
hitsound = S1,9
guardsound = S2,0
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = 0,20
air.velocity = 0,20
fall = 1
fall.recover = 0
getpower = 0
givepower = 75,75

[State 0, 向き保存]
type = Varset
trigger1 = 1
sysfvar(0) = facing
ignorehitpause = 1

[State 0, Ｘ速度保存]
type = Varset
trigger1 = 1
sysfvar(1) = vel x
ignorehitpause = 1

[State 0, Ｙ速度保存]
type = Varset
trigger1 = 1
sysfvar(2) = vel y
ignorehitpause = 1

[State 0, Ｘ位置保存]
type = Varset
trigger1 = 1
sysfvar(3) = pos x
ignorehitpause = 1

[State 0, Ｙ位置保存]
type = Varset
trigger1 = 1
sysfvar(4) = pos y
ignorehitpause = 1

[state ]
type = null
triggerall = !ishelper
trigger1 = facing = -1
trigger1 = var(25) := 0 && 0
trigger2 = facing = 1
trigger2 = var(25) := 1 && 0
ignorehitpause = 1


[State 1100, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



[Statedef 36500]
type     = A
movetype = A
physics  = N
ctrl     = 0


[State -2, 変死]
type = Changeanim
triggerall = !ishelper
trigger1 = 1
value = 6000
ignorehitpause = 1
[State 3581, 蘇生用]
type = Hitdef
triggerall = !ishelper
trigger1 = 1
attr = , AA, AT, AP  
;hitflag = MAFD
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = s-1
pausetime = 10, 0
affectteam = f
ignorehitpause = 1
[State 3581, 蘇生ステートへ]
type = Changestate
triggerall = !ishelper
trigger1 = hitpausetime
value = 4040405
ignorehitpause = 1