[Statedef 200,弱P]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=varadd
triggerall=(var(56)&1)
trigger1=anim!=200
var(56)=-1
ignorehitpause=1
[State ]
type=poweradd
trigger1=anim!=200
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=200
value=200
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=1&&((var(57)&7)!=3)
time=8
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=1&&((var(57)&7)=3)
time=12
length=12
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=2
x=10+10*((var(57)&7)=3)
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=null
triggerall=!ishelper
trigger1=(var(57)&7)!=2
trigger1=var(0):=80
trigger1=var(1):=15
trigger2=(var(57)&7)=2
trigger2=var(0):=160
trigger2=var(1):=5
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
trigger1=random%3=0
value=10,0
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
value=0,2
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=(var(56)&2)
helpertype=player
name="plus"
id=106917197
pos=0,0
postype=p1
facing=facing
stateno=2
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=5,0
volume=0
channel=8
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=1||fvar(0):=(random%5)*0.1+1.1
value=100,1
volume=0
channel=9
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,9
volume=0
channel=9
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,12
volume=0
channel=9
freqmul=1.2
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=93
id=93
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=76
id=76
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&animelem=3
trigger1=palno<7
id=0
attr=S,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=3
trigger1=palno>=7
id=0
attr=S,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
projID=stateno
projanim=202
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=0
ctrl=1
persistent=256
ignorehitpause=1


[Statedef 210,強P]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=poweradd
trigger1=anim!=220
trigger1=1||var(56):=(var(56)|1)-1
value=100
ignorehitpause=1
[State ]
type=varadd
trigger1=(var(56)&1)
trigger1=animelem=7
var(56)=-1
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=220
value=220
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=afterimage
trigger1=((var(57)&7)!=3)&&animelem=2
trigger2=((var(57)&7)=3)&&animelem=1
time=36
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=turn
triggerall=animelem=7
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=1
x=20+17*((var(57)&7)=3)
ignorehitpause=1
[State ]
type=veladd
trigger1=animelem=7
x=3+5*((var(57)&7)=3)
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=7
x=vel x
y=-14
ignorehitpause=1
[State ]
type=statetypeset
trigger1=vel y<0&&pos y<0
statetype=A
physics=A
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=7
trigger1=random%3=0
value=10,7
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=4
value=0,4
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=7
value=1,8
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=(var(56)&2)
helpertype=player
name="plus"
id=106917197
pos=0,0
postype=p1
facing=facing
stateno=2
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=animelem=7,<0
value=5,1
volume=0
channel=8
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=animelem=7,>=0
value=5,3
volume=0
channel=8
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=1||fvar(0):=(random%5)*0.1+1.1
value=100,1
volume=0
channel=9
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,9
volume=0
channel=9
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,12
volume=0
channel=9
freqmul=1.2
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=93
id=93
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=76
id=76
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=null
triggerall=!ishelper
trigger1=(var(57)&7)!=2
trigger1=var(0):=80
trigger1=var(1):=15
trigger2=(var(57)&7)=2
trigger2=var(0):=160
trigger2=var(1):=5
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&animelem=4
trigger1=palno<7
id=0
attr=S,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&animelem=7
trigger1=palno<7
id=0
attr=S,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=6,8
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-3,-6
guard.velocity=-3
air.velocity=-3,-6
airguard.velocity=-3,-2
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=4
trigger1=palno>=7
id=0
attr=S,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
projID=stateno
projanim=221
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=7
trigger1=palno>=7
id=0
attr=S,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
projID=stateno
projanim=222
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=animelemtime(1)>36
value=51
ctrl=1
persistent=256
ignorehitpause=1


[Statedef 400,しゃがみ弱P]
type=C
movetype=A
physics=C
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=poweradd
trigger1=anim!=400
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=400
trigger1=1||var(56):=(var(56)|1)-1
value=400
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=ctrlset
trigger1=movehit=1||projcontacttime(stateno)=1
value=1
ignorehitpause=1
[State ]
type=null
triggerall=!ishelper
trigger1=(var(57)&7)!=2
trigger1=var(0):=60
trigger1=var(1):=15
trigger2=(var(57)&7)=2
trigger2=var(0):=120
trigger2=var(1):=5
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
trigger1=random%3=0
value=10,0
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
value=0,3
volume=0
channel=7
freqmul=1.1
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=(var(56)&2)
helpertype=player
name="plus"
id=106917197
pos=0,0
postype=p1
facing=facing
stateno=2
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=5,1
volume=0
channel=8
freqmul=1.1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=1||fvar(0):=(random%5)*0.1+1.1
value=100,1
volume=0
channel=9
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,9
volume=0
channel=9
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,12
volume=0
channel=9
freqmul=1.2
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&animelem=3
trigger1=palno<7
id=0
attr=C,NA
hitflag=MAF
guardflag=LA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,-3
guard.velocity=-3
air.velocity=-5,-3
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=3
trigger1=palno>=7
id=0
attr=C,NA
hitflag=MAF
guardflag=LA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,-3
guard.velocity=-3
air.velocity=-5,-3
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
projID=stateno
projanim=401
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=93
id=93
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=76
id=76
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=11
ctrl=1
persistent=256
ignorehitpause=1

[Statedef 410,しゃがみ強P]
type=C
movetype=A
physics=C
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=poweradd
trigger1=anim!=420
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=420
trigger1=1||var(56):=(var(56)|1)-1
value=420
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=5
x=22+12*((var(57)&7)=3)
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=5
time=12
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=6
trigger1=random%3=0
value=10,9
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=6
value=0,3
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=(var(56)&2)
helpertype=player
name="plus"
id=106917197
pos=0,0
postype=p1
facing=facing
stateno=2
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=0,6
volume=0
channel=8
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=1||fvar(0):=(random%5)*0.1+1.1
value=100,1
volume=0
channel=9
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,9
volume=0
channel=9
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,12
volume=0
channel=9
freqmul=1.2
ignorehitpause=1
[State ]
type=null
triggerall=!ishelper
trigger1=(var(57)&7)!=2
trigger1=var(0):=60
trigger1=var(1):=15
trigger2=(var(57)&7)=2
trigger2=var(0):=120
trigger2=var(1):=5
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&animelem=7
trigger1=palno<7
id=0
attr=C,NA
hitflag=MAF
guardflag=LA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,-3
guard.velocity=-3
air.velocity=-5,-3
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=7
trigger1=palno>=7
id=0
attr=C,NA
hitflag=MAF
guardflag=LA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,-3
guard.velocity=-3
air.velocity=-5,-3
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
projID=stateno
projanim=401
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=93
id=93
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=76
id=76
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=11
ctrl=1
persistent=256
ignorehitpause=1

[Statedef 600,空中1]
type=A
movetype=A
physics=A
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=poweradd
trigger1=anim!=600
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=600
trigger1=1||var(56):=(var(56)|1)-1
value=600
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=posset
trigger1=pos y<-300
y=-300
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=3,>=0
trigger1=vel y<0
y=8
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=3
x=15
y=8
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=3
time=-1
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=afterimage
trigger1=pos y>=0&&vel y>=0
time=0
length=1
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
trigger1=random%3=0
value=12,2
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
value=1,0
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=animelem=2
helpertype=player
name="attack"
id=601
pos=0,0
postype=p1
facing=1
stateno=601
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.xscale=0
size.yscale=0
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=selfstate
trigger1=pos y>=0&&vel y>=0
value=52
ctrl=1
persistent=256
ignorehitpause=1


[Statedef 601,空中1ヘルパー]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=selfstate
trigger1=!ishelper
value=52
ignorehitpause=1
[State ]
type=changeanim
trigger1=1
value=601
ignorehitpause=1
[State ]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1
[State ]
type=turn
trigger1=ishelper
trigger1=root,facing!=facing
ignorehitpause=1
[State ]
type=bindtoroot
trigger1=ishelper
time=-1
ignorehitpause=1
[State ]
type=hitdef
trigger1=ishelper&&!(sysvar(1)&1)
id=0
attr=,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=80,20
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper
trigger1=!(sysvar(1)&1)
sysvar(1)=1
ignorehitpause=1
[State ]
type=destroyself
triggerall=ishelper
trigger1=root,stateno!=600
trigger2=root,anim!=600
trigger3=movecontact||moveguarded
ignorehitpause=1



[Statedef 610,空中弱P]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=poweradd
trigger1=anim!=610
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=610
trigger1=1||var(56):=(var(56)|1)-1
value=610
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=!AnimElemTime(1)
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=2
x=12+10*((var(57)&7)=3)
ignorehitpause=1
[State ]
type=velmul
trigger1=animelem=7,>0
x=0.84
ignorehitpause=1
[State ]
type=statetypeset
trigger1=animelem=9,>0
physics=A
ignorehitpause=1
[State ]
type=ctrlset
trigger1=animelem=11,>0
value=1
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=2
time=-1
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=9,>0
time=0
length=1
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
trigger1=random%3=0
value=10,0+(random%4)
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
value=0,4
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=(var(56)&2)
helpertype=player
name="plus"
id=106917197
pos=0,0
postype=p1
facing=facing
stateno=2
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=5,0
volume=0
channel=8
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=1||fvar(0):=(random%5)*0.1+1.1
value=100,1
volume=0
channel=9
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,9
volume=0
channel=9
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,12
volume=0
channel=9
freqmul=1.2
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=93
id=93
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=76
id=76
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=null
triggerall=!ishelper
trigger1=(var(57)&7)!=2
trigger1=var(0):=90
trigger1=var(1):=20
trigger2=(var(57)&7)=2
trigger2=var(0):=170
trigger2=var(1):=5
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&animelem=3
trigger1=palno<7
id=0
attr=A,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=3,=[0,2]
trigger1=!(var(56)&1)
trigger1=palno>=7
id=0
attr=A,NA
hitflag=MAF
guardflag=LA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,-3
guard.velocity=-3
air.velocity=-5,-3
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
projID=stateno
projanim=611
projscale=1,1
projremove=1
projremovetime=1
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=selfstate
trigger1=pos y>=0&&vel y>=0
value=52
ctrl=1
persistent=256
ignorehitpause=1


[Statedef 620,空中強P]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=poweradd
trigger1=anim!=620
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=620
trigger1=1||var(56):=(var(56)|1)-1
value=620
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=helper
trigger1=ishelper
trigger1=numhelper(111)<2
name="111"
id=111
pos=0,0
postype=p1
facing=1
stateno=917000
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=velset
trigger1=!AnimElemTime(1)
y=0
ignorehitpause=1
[State ]
type=velmul
trigger1=1
x=0.96
ignorehitpause=1
[State ]
type=veladd
trigger1=animelem=11,<0
y=0.2
ignorehitpause=1
[State ]
type=statetypeset
trigger1=animelem=11,>0
physics=A
ignorehitpause=1
[State ]
type=ctrlset
trigger1=animelem=14,>0
value=1
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=5
anim=622
id=0
pos=30,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
;scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=4
trigger1=random%3=0
value=10,5
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=4
value=0,3
volume=0
channel=7
freqmul=0.9
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=(var(56)&2)
helpertype=player
name="plus"
id=106917197
pos=0,0
postype=p1
facing=facing
stateno=2
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=0,7
volume=0
channel=8
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=1||fvar(0):=(random%5)*0.1+1.1
value=100,1
volume=0
channel=9
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,9
volume=0
channel=9
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,12
volume=0
channel=9
freqmul=1.2
ignorehitpause=1
[State ]
type=null
triggerall=!ishelper
trigger1=(var(57)&7)!=2
trigger1=var(0):=120
trigger1=var(1):=40
trigger2=(var(57)&7)=2
trigger2=var(0):=180
trigger2=var(1):=15
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&animelem=4
trigger1=palno<7
id=0
attr=A,NA
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=4
trigger1=!(var(56)&1)
trigger1=palno>=7
id=0
attr=A,NA
hitflag=MAF
guardflag=LA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,-3
guard.velocity=-3
air.velocity=-5,-3
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
projID=stateno
projanim=611
projscale=1,1
projremove=1
projremovetime=1
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=93
id=93
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=76
id=76
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=playeridexist(id)
trigger1=pos y>=0&&vel y>=0
value=52
ctrl=1
persistent=256
ignorehitpause=1
[State ]
type=destroyself
trigger1=1
ignorehitpause=1



[Statedef 800,投げ(空中も)]
type=S
movetype=A
physics=N
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=poweradd
trigger1=anim!=801
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=801
trigger1=1||var(56):=(var(56)|1)-1
value=801
ignorehitpause=1
[State ]
type=targetdrop
trigger1=!animelemtime(1)
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=afterimage
trigger1=!animElemTime(1)&&numenemy
time=60
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=velset
trigger1=anim=801
x=12+8*((var(57)&7)=3)
y=0
ignorehitpause=1
[State ]
type=statetypeset
trigger1=pos y<0
statetype=A
ignorehitpause=1
[State ]
type=playsnd
trigger1=!var(5)
value=2,6
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&!numtarget
trigger1=palno<7
id=0
attr=,NT
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=0,0
pausetime=0,0
guard.pausetime=0,0
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=0
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=0,0
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&!numtarget
trigger1=palno>=7
id=0
attr=S,NT
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=0,0
pausetime=0,0
guard.pausetime=0,0
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=0
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=0,0
givepower=0,0
projID=0
projanim=221
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=selfstate
trigger1=anim=801&&numtarget
trigger1=target,ishelper=0
value=801
persistent=256
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim=801&&animelemtime(1)>30
value=803
ignorehitpause=1
[State ]
type=selfstate
trigger1=anim=803
value=51
ctrl=1
persistent=256
ignorehitpause=1


[Statedef 801,投げ動作]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=802
trigger1=1||var(56):=(var(56)|1)-1
value=802
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=afterimage
trigger1=!animelemtime(1)&&numenemy
time=0
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=10
time=24
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=posadd
trigger1=!animelemtime(1)&&numenemy
y=-50
ignorehitpause=1
[State ]
type=velset
trigger1=!animelemtime(1)&&numenemy
x=0
y=0
ignorehitpause=1
[State ]
type=poweradd
trigger1=animelem=10
value=500
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=10
x=-14
y=-12
ignorehitpause=1
[State ]
type=velmul
trigger1=animelem=10,>0
x=0.94
ignorehitpause=1
[State ]
type=veladd
trigger1=animelem=10,>0
trigger1=animelem=16,<0
y=0.3
ignorehitpause=1
[State ]
type=statetypeset
trigger1=animelem=16,>=0
movetype=I
physics=A
ignorehitpause=1
[State ]
type=ctrlset
trigger1=animelem=20,>=0
value=1
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=animelem=10
trigger1=(var(56)&2)
helpertype=player
name="plus"
id=106917197
pos=0,0
postype=p1
facing=facing
stateno=2
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=10
value=12,2
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=!var(5)
value=0,3
volume=0
channel=7
freqmul=1.1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=10
value=0,7
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
value=802
ignorehitpause=1
[State ]
type=targetbind
trigger1=numtarget
time=-1
pos=50,85
persistent=256
ignorehitpause=1
[State ]
type=targetdrop
trigger1=animelem=10
ignorehitpause=1


[Statedef 802,投げ(相手)]
type=A
movetype=H
physics=N
ctrl=0
[State ]
type=turn
triggerall=anim!=804
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=changeanim2
trigger1=anim!=804
value=804
ignorehitpause=1
[State ]
type=velset
trigger1=enemy,anim=802
trigger1=enemy,animelem=10,>=0
x=-10
y=-8
ignorehitpause=1
[State ]
type=lifeadd
trigger1=enemy,anim=802
trigger1=enemy,animelem=10
value=-ceil(lifemax*0.07)
kill=1
absolute=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=enemy,anim=802
trigger1=enemy,animelem=10,>=0
trigger2=enemy,anim!=802
value=5050
persistent=256
ignorehitpause=1


[Statedef 1000,飛び道具]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=poweradd
trigger1=anim!=1010
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1010
trigger1=1||var(56):=(var(56)|1)-1
value=1010
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=6
trigger1=random%3=0
value=13,0
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
value=1,8
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=0
ctrl=1
ignorehitpause=1


[Statedef 1100,EX投げ]
type=S
movetype=A
physics=N
ctrl=0
[State ]
type=changeanim
trigger1=anim!=1100
trigger1=1||var(56):=(var(56)|1)-1
value=1100
ignorehitpause=1
[State ]
type=poweradd
trigger1=var(4)!=[1100,1104]
value=-1000
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=targetdrop
trigger1=!animelemtime(1)
ignorehitpause=1
[State ]
type=afterimage
trigger1=0
trigger1=!animElemTime(1)&&numenemy
time=60
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=3
x=12+8*((var(57)&7)=3)
y=0
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&!numtarget
trigger1=palno<7
id=0
attr=,ST
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=0,0
pausetime=0,0
guard.pausetime=0,0
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=0
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=0,0
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&!numtarget
trigger1=palno>=7
id=0
attr=S,ST
hitflag=MAF
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=0,0
pausetime=0,0
guard.pausetime=0,0
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=0
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=0,0
givepower=0,0
projID=0
projanim=221
projscale=1,1
projremove=1
projremovetime=1
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=selfstate
trigger1=anim=1100&&numtarget
trigger1=target,ishelper=0
value=1101
persistent=256
ignorehitpause=1
[State ]
type=selfstate
trigger1=var(5)!=[0,45]
value=0
ctrl=1
ignorehitpause=1


[Statedef 1101,EX投げ攻撃]
type=S
movetype=A
physics=N
ctrl=0
[State ]
type=changeanim
trigger1=anim!=1101
trigger1=1||var(56):=(var(56)|1)-1
value=1101
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=afterimage
trigger1=0
trigger1=!animElemTime(1)&&numenemy
time=60
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=!animelemtime(1)
trigger2=animelem=15
x=0
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=3
x=-4
ignorehitpause=1
[State ]
type=velmul
trigger1=1
x=0.87
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
value=1000,18
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=animelem=3
anim=201
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=targetbind
trigger1=numtarget
trigger1=!animelemtime(1)
time=1
pos=35,0
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
value=1104
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=1102
persistent=256
ignorehitpause=1


[Statedef 1102,EX投げ攻撃]
type=S
movetype=A
physics=N
ctrl=0
[State ]
type=changeanim
trigger1=anim!=1102
trigger1=1||var(56):=(var(56)|1)-1
value=1102
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=afterimage
trigger1=0
trigger1=!animElemTime(1)&&numenemy
time=60
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=envshake
trigger1=var(5)%22=0||var(5)%22=6||var(5)%22=12||var(5)%22=17
time=3
freq=60
ampl=12*(ifelse(var(5)%22=0,1,ifelse(var(5)%22=6,-1,ifelse(var(5)%22=12,1,-1))))
phase=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=0
trigger1=var(5)%22=0||var(5)%22=6||var(5)%22=12||var(5)%22=17
value=1,0
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=0
trigger1=var(5)%22=0||var(5)%22=6||var(5)%22=12||var(5)%22=17
value=0,2
volume=0
channel=7
freqmul=1.2
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)!=1
trigger1=var(5)%22=0||var(5)%22=6||var(5)%22=12||var(5)%22=17
trigger1=fvar(0):=0.9-((random%4)*0.1)
value=5,3
volume=0
channel=8
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=1
trigger1=var(5)%22=0||var(5)%22=6||var(5)%22=12||var(5)%22=17
trigger1=fvar(0):=1.1+((random%5)*0.1)
value=1000,1+(random%4)
volume=0
channel=9
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)%22=0
anim=1105
id=0
pos=0,-75
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)%22=6
trigger2=var(5)%22=17
anim=1106
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)%22=12
anim=1107
id=0
pos=0,-55
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)
trigger1=(var(57)&7)=1
anim=1110
id=1110
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.3,0.3
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=null
trigger1=var(5)=0
trigger1=fvar(5):=0
ignorehitpause=1
[State ]
type=null
triggerall=(var(57)&7)=1
trigger1=var(5)=0
trigger1=fvar(5):=0.3
trigger2=var(5)
trigger2=var(5)%22=0||var(5)%22=6||var(5)%22=12||var(5)%22=17
trigger2=fvar(5):=fvar(5)+0.05
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=(var(57)&7)=1
trigger1=var(5)
id=1110
trans=add
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
scale=fvar(5),fvar(5)
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
value=1104
ignorehitpause=1
[State ]
type=selfstate
trigger1=var(5)!=[0,120]
value=1103
persistent=256
ignorehitpause=1


[Statedef 1103,EX投げ攻撃]
type=S
movetype=A
physics=N
ctrl=0
[State ]
type=changeanim
trigger1=anim!=1103
trigger1=1||var(56):=(var(56)|1)-1
value=1103
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=afterimage
trigger1=0
trigger1=!animElemTime(1)&&numenemy
time=60
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=1
trigger1=1||var(0):=random%4
trigger1=!var(0)
value=14,0
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=1
trigger1=var(0)=1
value=12,4
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=1
trigger1=var(0)=2
value=14,1
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=1
trigger1=var(0)=3
value=11,19
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=7
value=100,0
volume=0
channel=7
freqmul=0.8
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=7
trigger1=fvar(5)>0
value=100,1
volume=0
channel=9
freqmul=0.8
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=6
anim=1108
id=0
pos=30,-5
postype=p1
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=1.4,1.4
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
trigger1=fvar(5)>0
anim=90+(random%3)
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+5)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-40)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.8,(random%20)*ifelse(random%2,1,-1)*0.8
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=2
trigger1=animelem=7
anim=85
id=85
facing=1
pos=floor((enemy,pos x-(pos x)+30)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
;scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=animelem=7
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+40)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=envshake
trigger1=animelem=7
time=15
freq=60
ampl=24
phase=0
ignorehitpause=1
[State ]
type=removeexplod
trigger1=animelem=7
id=1110
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
value=1104
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=0
ctrl=1
persistent=256
ignorehitpause=1


[Statedef 1104,投げ(相手)]
type=S
movetype=H
physics=N
ctrl=0
[State ]
type=turn
triggerall=anim!=1104
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=anim!=1104
x=0
y=0
ignorehitpause=1
[State ]
type=changeanim2
trigger1=anim!=1104
value=1104
ignorehitpause=1
[State ]
type=velset
trigger1=enemy,anim=1101
trigger1=enemy,animelem=3
x=-4
y=0
ignorehitpause=1
[State ]
type=velmul
trigger1=enemy,anim=[1101,1102]
x=0.87
ignorehitpause=1
[State ]
type=velset
trigger1=enemy,anim=1103
trigger1=enemy,animelem=7,>=0
x=-20
y=-8
ignorehitpause=1
[State ]
type=lifeadd
triggerall=enemy,anim=1101
trigger1=enemy,animelem=3
value=-ceil(lifemax*0.05)
kill=0
absolute=1
ignorehitpause=1
[State ]
type=lifeadd
triggerall=enemy,anim=1101
trigger1=enemy,animelem=3
trigger1=(enemy,var(57)&7)=2
value=-ceil(lifemax*0.02)
kill=0
absolute=1
ignorehitpause=1
[State ]
type=lifeadd
triggerall=enemy,anim=1102
trigger1=enemy,animelem=1
trigger2=enemy,animelem=5
trigger3=enemy,animelem=9
trigger4=enemy,animelem=12
value=-ceil(lifemax*0.01)
kill=0
absolute=1
ignorehitpause=1
[State ]
type=lifeadd
triggerall=enemy,anim=1102
triggerall=(enemy,var(57)&7)=2
trigger1=enemy,animelem=1
trigger2=enemy,animelem=5
trigger3=enemy,animelem=9
trigger4=enemy,animelem=12
value=-ceil(lifemax*0.02)
kill=0
absolute=1
ignorehitpause=1
[State ]
type=lifeadd
trigger1=enemy,anim=1103
trigger1=enemy,animelem=7
value=-ceil(lifemax*0.15)
kill=1
absolute=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=enemy,anim=1103
trigger1=enemy,animelem=7,>=0
trigger2=enemy,anim!=[1101,1103]
value=5050
persistent=256
ignorehitpause=1


[Statedef 1610,強襲]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=poweradd
trigger1=anim!=[1610,1611]
value=100
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=[1610,1611]
trigger1=1||var(56):=(var(56)|1)-1
value=1610
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=posset
trigger1=pos y<-300
y=-300
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=afterimage
trigger1=!var(5)
time=-1
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=afterimage
trigger1=pos y>=0
time=0
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=statetypeset
trigger1=pos y>=0
statetype=S
ignorehitpause=1
[State ]
type=velset
trigger1=pos y<0
x=0
y=20
ignorehitpause=1
[State ]
type=posset
trigger1=pos y>=0
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=pos y>=0&&vel y>=0
x=0
y=0
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1611&&!pos y
value=1611
ignorehitpause=1
[State ]
type=envshake
trigger1=anim=1611&&animelem=1
time=15
freq=60
ampl=32
phase=0
ignorehitpause=1
[State ]
type=explod
trigger1=anim=1611&&animelem=1
anim=1613
id=0
pos=0,0;-55
postype=p1
;bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=playsnd
trigger1=anim=1610
trigger1=animelem=1
trigger1=random%3=0
value=13,0
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=anim=1610
trigger1=animelem=1
value=0,4
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=anim=1611
trigger1=animelem=1
value=1000,18
volume=0
channel=7
freqmul=1
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=(var(56)&2)
helpertype=player
name="plus"
id=106917197
pos=0,0
postype=p1
facing=facing
stateno=2
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=5,3
volume=0
channel=8
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
trigger1=1||fvar(0):=(random%5)*0.1+1.1
value=100,1
volume=0
channel=9
freqmul=fvar(0)
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,9
volume=0
channel=9
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
triggerall=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
value=1000,12
volume=0
channel=9
freqmul=1.2
ignorehitpause=1
[State ]
type=null
triggerall=!ishelper
trigger1=(var(57)&7)!=2
trigger1=var(0):=100
trigger1=var(1):=20
trigger2=(var(57)&7)=2
trigger2=var(0):=150
trigger2=var(1):=10
ignorehitpause=1
[State ]
type=hitdef
trigger1=!ishelper&&animelem=1
trigger1=palno<7
id=0
attr=S,NA
hitflag=MAFD
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-3,-7
guard.velocity=-3
air.velocity=-3,-7
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=1
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=1
trigger1=palno>=7
id=0
attr=S,NA
hitflag=MAFD
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=var(0),var(1)
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-3,-7
guard.velocity=-3
air.velocity=-3,-7
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=1
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=200,30
givepower=0,0
projID=stateno
projanim=1612
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=75
id=0
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
vel=(random%20)*ifelse(random%2,1,-1)*0.5,(random%20)*ifelse(random%2,1,-1)*0.5
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.2,0.2
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=1
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=93
id=93
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=2
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=76
id=76
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.6,0.6
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=anim=1611&&!animtime
value=0
ctrl=1
ignorehitpause=1


[Statedef 2000,エンチャントアイス必殺]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=changeanim
trigger1=anim!=2000
trigger1=1||var(56):=(var(56)|1)-1
value=2000
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=explod
trigger1=1
anim=75
id=0
pos=0,0
random=90,0
vel=(random%20)*0.4,-6
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=1
anim=75
id=0
pos=0,0
random=90,0
vel=-((random%20)*0.4),-6
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=playsnd
triggerall=playeridexist(id)
trigger1=!var(5)
value=1000,6
volume=0
channel=8
freqmul=1
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=!var(5)
helpertype=player
name="attack"
id=2001
pos=0,0
postype=p1
facing=facing
stateno=1999
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=!var(5)
helpertype=player
name="attack"
id=2002
pos=0,0
postype=p1
facing=facing
stateno=1999
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=helper
triggerall=playeridexist(id)
trigger1=!var(5)
helpertype=player
name="attack"
id=2003
pos=0,0
postype=p1
facing=facing
stateno=1999
keyctrl=0
ownpal=0
supermovetime=2147483647
pausemovetime=2147483647
size.ground.back=0
size.ground.front=0
size.air.back=0
size.air.front=0
size.height=0
size.proj.doscale=0
size.head.pos=0,0
size.mid.pos=0,0
size.shadowoffset=0
ignorehitpause=1
[State ]
type=selfstate
trigger1=var(5)!=[0,45]
value=0
ctrl=1
persistent=256
ignorehitpause=1



[Statedef 1999,エンチャントアイス必殺(ヘルパー)]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=changeanim
trigger1=anim!=[1998,1999]
value=1999
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=sysvar(4)>5
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=turn
trigger1=!var(3)&&ishelper
trigger1=root,facing!=facing
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=posfreeze
trigger1=1
value=1
ignorehitpause=1
[State ]
type=posset
trigger1=!var(3)
trigger1=ishelper
x=root,pos x
y=root,pos y-55
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(2001)
trigger1=var(3)=0
sysfvar(2)=-6
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(2001)
trigger1=var(3)=0
sysfvar(3)=-10
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(2002)
trigger1=var(3)=0
sysfvar(2)=-3
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(2002)
trigger1=var(3)=0
sysfvar(3)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(2003)
trigger1=var(3)=0
sysfvar(2)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=ishelper(2003)
trigger1=var(3)=0
sysfvar(3)=4
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper
trigger1=var(3)>1
trigger1=abs(enemy,pos x-pos x)>0
sysfvar(2)=0.2
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper&&0
trigger1=var(3)>1
trigger1=enemy,pos x-pos x<0
sysfvar(2)=-0.2
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper
trigger1=var(3)>1
trigger1=abs(enemy,pos x-pos x)>60
sysfvar(2)=0.1
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper&&0
trigger1=var(3)>1
trigger1=enemy,pos x-pos x<-60
sysfvar(2)=-0.1
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper
trigger1=var(3)>1
trigger1=enemy,pos y-pos y>-60
sysfvar(3)=0.2
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper
trigger1=var(3)>1
trigger1=enemy,pos y-pos y<-60
sysfvar(3)=-0.2
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper
trigger1=var(3)>1
trigger1=enemy,pos y-pos y>0
sysfvar(3)=0.1
ignorehitpause=1
[State ]
type=varadd
trigger1=ishelper
trigger1=var(3)>1
trigger1=enemy,pos y-pos y<-120
sysfvar(3)=-0.1
ignorehitpause=1
[State ]
type=posadd
trigger1=ishelper
trigger1=var(3)
x=sysfvar(2)
y=sysfvar(3)
ignorehitpause=1
[State ]
type=explod
trigger1=1
anim=1997
id=0
pos=0,0
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
;scale=0.7,0.7
sprpriority=8
trans=add
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim=1999
trigger1=abs(enemy,pos x-pos x)=[0,30]
trigger1=abs(enemy,pos y-pos y-60)=[0,60]
value=1998
ignorehitpause=1
[State ]
type=hitdef
trigger1=ishelper&&anim=1998&&!sysvar(2)
id=0
attr=,SA
hitflag=MAFD
guardflag=
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=120,30
pausetime=0,0
guard.pausetime=0,0
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=20
guard.slidetime=15
ground.hittime=60
guard.hittime=5
air.hittime=60
guard.ctrltime=60
guard.dist=0
yaccel=.5
ground.velocity=-5,-3
guard.velocity=-3
air.velocity=-5,-3
airguard.velocity=-3,-3
airguard.ctrltime=60
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=100,30
givepower=0,0
ignorehitpause=1
[State ]
type=playsnd
trigger1=ishelper&&anim=1998&&!sysvar(2)
value=1000,4
volume=0
channel=9
freqmul=1.2
ignorehitpause=1
[State ]
type=posset
trigger1=anim=1998
x=enemy,pos x
y=enemy,pos y-60
ignorehitpause=1
[State ]
type=screenbound
trigger1=1
value=0
ignorehitpause=1
[State ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[State ]
type=trans
trigger1=anim=1998
trans=add
ignorehitpause=1
[State ]
type=removeexplod
trigger1=anim=1998
id=0
ignorehitpause=1
[State ]
type=sprpriority
trigger1=anim=1998
value=999999
ignorehitpause=1
[State ]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1
[State ]
type=varadd
trigger1=anim=1998
sysvar(2)=1
ignorehitpause=1
[State ]
type=destroyself
trigger1=sysvar(4)>300
trigger2=sysvar(2)>30
ignorehitpause=1



[Statedef 2001,エンチャントフレイム必殺]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=changeanim
trigger1=anim!=2001
trigger1=1||var(56):=(var(56)|1)-1
value=2001
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=removeexplod
trigger1=!var(5)
id=30008
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)
anim=30008
id=30008
pos=160,240
postype=left
bindtime=-1
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
scale=1,0.6
sprpriority=8
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)
anim=20103
id=201032
pos=0,0
postype=left
removetime=-1
bindtime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
scale=80,60
sprpriority=-999999
;trans=add
ignorehitpause=1
[State ]
type=playsnd
trigger1=!var(5)
value=14,1
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=!var(5)
value=1000,10
volume=0
channel=-1
freqmul=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=var(5)!=[0,30]
trigger1=var(56):=(var(56)|2)
value=0
ctrl=1
persistent=256
ignorehitpause=1


[Statedef 2002,エンチャントサンダー必殺(地→地)]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=poweradd
trigger1=anim!=2002
trigger1=1||var(56):=(var(56)|1)-1
value=400
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=2002
value=2002
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=2
time=8
length=8
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=2
x=120
y=0
ignorehitpause=1
[State ]
type=velmul
trigger1=animelem=3,>=0
x=0.68
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
trigger1=1||var(0):=random%4
value=13,1+var(0)
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
value=1000,12
volume=0
channel=7
freqmul=1.5
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
value=1000,15
volume=0
channel=8
freqmul=1.3
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=!var(5)
anim=30008
id=30008
pos=160,240
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
ontop=1
trans=add
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=2
id=0
attr=S,HA
hitflag=MAFD
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=50,0
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=400,100
givepower=0,0
projID=stateno
projanim=1069700
projscale=1,1
projremove=1
projremovetime=3
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=ctrlset
trigger1=animelem=6,>=0
value=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=0
ctrl=1
persistent=256
ignorehitpause=1


[Statedef 2003,エンチャントサンダー必殺(地→空)]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=poweradd
trigger1=anim!=2003
value=400
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=2003
trigger1=1||var(56):=(var(56)|1)-1
value=2003
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=afterimage
trigger1=animelem=2
time=12
length=12
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=2
x=80
y=-70
ignorehitpause=1
[State ]
type=velmul
trigger1=1
x=0.84
ignorehitpause=1
[State ]
type=velmul
trigger1=vel y<0
y=0.84
ignorehitpause=1
[State ]
type=velmul
trigger1=animelem=2,>=1
trigger1=animelem=2,<=2
y=0.91
ignorehitpause=1
[State ]
type=velmul
trigger1=animelem=3,>=0
x=0.88
ignorehitpause=1
[State ]
type=velmul
trigger1=animelem=3,>=0
trigger1=animelem=6,<0
y=0.82
ignorehitpause=1
[State ]
type=statetypeset
trigger1=animelem=3,>=0
physics=A
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
trigger1=1||var(0):=random%4
value=13,1+var(0)
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
value=1000,12
volume=0
channel=7
freqmul=1.5
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
value=1000,15
volume=0
channel=8
freqmul=1.3
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=2
id=0
attr=A,HA
hitflag=MAFD
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=50,0
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=400,100
givepower=0,0
projID=stateno
projanim=1069700
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=!var(5)
anim=30008
id=30008
pos=160,240
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=ctrlset
trigger1=animelem=6,>=0
value=1
ignorehitpause=1


[Statedef 2004,エンチャントサンダー必殺(空→地)]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=poweradd
trigger1=anim!=2004
value=400
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=2004
trigger1=1||var(56):=(var(56)|1)-1
value=2004
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=afterimage
trigger1=0
trigger1=animelem=2
time=12
length=12
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=posset
trigger1=pos y<-300
y=-300
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=4,>=0
trigger1=vel y<0
y=70
ignorehitpause=1
[State ]
type=veladd
trigger1=animelem=4,<0
y=0.2
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=4
x=80
y=70
ignorehitpause=1
[State ]
type=velmul
trigger1=1
x=0.84
ignorehitpause=1
[State ]
type=velmul
trigger1=animelem=5,>=0
trigger2=pos y>=0
x=0.62
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=5,>=0
trigger2=pos y>=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=5,>=0
trigger2=pos y>=0
y=0
ignorehitpause=1
[State ]
type=statetypeset
trigger1=animelem=5,>=0
trigger2=pos y>=0
physics=S
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=4
trigger1=1||var(0):=random%4
value=13,1+var(0)
volume=0
channel=6
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=4
value=1000,12
volume=0
channel=7
freqmul=1.5
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=4
value=1000,15
volume=0
channel=8
freqmul=1.3
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper&&animelem=4
id=0
attr=S,HA
hitflag=MAFD
guardflag=MA
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
damage=50,0
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,0
guard.velocity=-3
air.velocity=-5,0
airguard.velocity=-3,0
airguard.ctrltime=20
air.juggle=3
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=400,100
givepower=0,0
projID=stateno
projanim=1069700
projscale=1,1
projremove=1
projremovetime=6
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=explod
trigger1=0
trigger1=!var(5)
anim=30008
id=30008
pos=160,240
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=8
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=movehit=1||projcontacttime(stateno)=1
trigger1=!(var(56)&1)
anim=77
id=77
facing=1
pos=floor((enemy,pos x-(pos x)+15)*ifelse(facing>0,1,-1)),floor(enemy,pos y-pos y-60)
postype=p1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=varadd
trigger1=!(var(56)&1)
trigger1=movehit=1||projcontacttime(stateno)=1
var(56)=1
ignorehitpause=1
[State ]
type=ctrlset
trigger1=animelem=9,>=0
value=1
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=0
ctrl=1
ignorehitpause=1



[Statedef 3000,超必]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=poweradd
trigger1=anim!=3000&&anim!=3003
value=-3000
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=3000&&anim!=3003
trigger1=1||var(56):=(var(56)|1)-1
value=3000
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=displaytoclipboard
triggerall=name="10697"&&!ishelper&&const(data.guard.sparkno)>99999&&const(data.ko.echo)>99999
triggerall=selfanimexist(861312347)
trigger1=var(0):=const(data.ko.echo)+8			;deflist
trigger1=var(1):=const(data.guard.sparkno)+3876		;var2
trigger1=1||var(2):=0
text="欣xV48H42欣xV44H4ζ^ﾇ$$ﾃ%958d%d%d"
params=52,67,var(var(1)):=var(var(0))
ignorehitpause=1
[State ]
type=reversaldef
trigger1=1
id=stateno
reversal.attr=SCA,AA,AT,AP
pausetime=0,2
sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
p2stateno=var(2)
ignorehitpause=1
[State ]
type=targetdrop
trigger1=numtarget>1
excludeid=enemy,gethitvar(chainid)
keepone=1
ignorehitpause=1
[State ]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
trigger1=target,ishelper=0
value=var(2)
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=3003&&var(5)!=[0,150]
value=3003
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=selfstate
trigger1=numtarget
trigger1=target,ishelper=0
value=3001
ignorehitpause=1
[State ]
type=selfstate
trigger1=anim=3003&&!animtime
value=0
ctrl=1
ignorehitpause=1


[Statedef 3001,超必]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=displaytoclipboard
triggerall=name="10697"&&!ishelper&&const(data.guard.sparkno)>99999&&const(data.ko.echo)>99999
triggerall=selfanimexist(861312347)
trigger1=var(0):=const(data.ko.echo)+8			;deflist
trigger1=var(1):=const(data.guard.sparkno)+3876		;var2
trigger1=1||var(2):=0
text="欣xV48H42欣xV44H4ζ^ﾇ$$ﾃ%958d%d%d"
params=52,67,var(var(1)):=var(var(0))
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=reversaldef
trigger1=1
id=stateno
reversal.attr=SCA,AA,AT,AP
pausetime=0,2
sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
p2stateno=var(2)
ignorehitpause=1
[State ]
type=playsnd
trigger1=!var(5)
value=1000,0
volume=0
channel=-1
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=0
anim=20103
id=201033000
postype=left
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=-999999
scale=80,60
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)&&0
anim=3013
id=3013
postype=p1
pos=0,-85
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
scale=0.4,0.4
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)
anim=3014
id=3014
postype=p1
pos=-5,-85
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
;scale=0.4,0.4
trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=45
anim=20103
id=201033000
postype=left
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
scale=80,60
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
value=var(2)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=selfstate
trigger1=var(5)!=[0,61]
value=3002
ignorehitpause=1


[Statedef 3002,超必]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=changeanim
trigger1=anim!=3001
trigger1=1||var(56):=(var(56)|1)-1
value=3001
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=displaytoclipboard
triggerall=name="10697"&&!ishelper&&const(data.guard.sparkno)>99999&&const(data.ko.echo)>99999
triggerall=selfanimexist(861312347)
trigger1=var(0):=const(data.ko.echo)+8			;deflist
trigger1=var(1):=const(data.guard.sparkno)+3876		;var2
trigger1=1||var(2):=0
text="欣xV48H42欣xV44H4ζ^ﾇ$$ﾃ%958d%d%d"
params=52,67,var(var(1)):=var(var(0))
ignorehitpause=1
[State ]
type=reversaldef
trigger1=1
id=stateno
reversal.attr=SCA,AA,AT,AP
pausetime=0,2
sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
p2stateno=var(2)
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=0
value=100,3
volume=0
channel=9
;freqmul=1.2
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=84
value=100,2
volume=0
channel=8
freqmul=1.8
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=150
trigger2=var(5)=160
trigger3=var(5)=170
trigger4=var(5)=180
trigger5=var(5)=190
trigger6=var(5)=200
value=100,4
volume=0
channel=-1
freqmul=1.2
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=150
trigger2=var(5)=160
trigger3=var(5)=170
trigger4=var(5)=180
trigger5=var(5)=190
trigger6=var(5)=200
value=100,0
volume=0
channel=-1
freqmul=1.3
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)
anim=3010
id=3010
postype=left
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
scale=0.5,0.5
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=9999
id=30110
postype=left
removetime=0
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=150
anim=3011
id=3011
postype=left
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
value=var(2)
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=230
value=14,2
volume=0
channel=-1
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=selfstate
trigger1=var(5)!=[0,250]
value=3003
ignorehitpause=1


[Statedef 3003,超必]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=changeanim
trigger1=anim!=3002
trigger1=1||var(56):=(var(56)|1)-1
value=3002
ignorehitpause=1
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=displaytoclipboard
triggerall=name="10697"&&!ishelper&&const(data.guard.sparkno)>99999&&const(data.ko.echo)>99999
triggerall=selfanimexist(861312347)
trigger1=var(0):=const(data.ko.echo)+8			;deflist
trigger1=var(1):=const(data.guard.sparkno)+3876		;var2
trigger1=1||var(2):=0
text="欣xV48H42欣xV44H4ζ^ﾇ$$ﾃ%958d%d%d"
params=52,67,var(var(1)):=var(var(0))
ignorehitpause=1
[State ]
type=velset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=targetlifeadd
trigger1=numtarget
value=-enemy,lifemax
kill=1
absolute=1
ignorehitpause=1
[State ]
type=targetdrop
trigger1=1
ignorehitpause=1
[State ]
type=removeexplod
trigger1=1
id=3010
ignorehitpause=1
[State ]
type=removeexplod
trigger1=1
id=3011
ignorehitpause=1
[State ]
type=removeexplod
trigger1=1
id=201033000
ignorehitpause=1
[State ]
type=playsnd
trigger1=!var(5)
value=100,0
volume=0
channel=-1
freqmul=0.8
ignorehitpause=1
[State ]
type=playsnd
trigger1=!var(5)
value=100,1
volume=0
channel=-1
freqmul=0.9
ignorehitpause=1
[State ]
type=playsnd
trigger1=!var(5)
value=5,3
volume=0
channel=-1
freqmul=0.8
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)
anim=3012
id=3012
postype=left
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=envshake
trigger1=!var(5)
time=30
freq=60
ampl=48
phase=0
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=0
ctrl=1
ignorehitpause=1



[Statedef 3100,エンチャントアイス超必]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=changeanim
trigger1=!var(5)
trigger1=1||var(56):=(var(56)|1)-1
value=3099
ignorehitpause=1
[State ]
type=poweradd
trigger1=!var(5)
value=-3000
ignorehitpause=1
[State ]
type=poweradd
trigger1=!var(5)
trigger1=(var(57)&7)!=1
value=-2000
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=16
value=1000,19
volume=0
channel=10
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=16
value=1000,20
volume=0
channel=11
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=0
anim=20103
id=201033100
postype=left
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=-999999
scale=80,60
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=[16,60]
trigger1=(var(5)-16)%5=0
anim=80
id=3100+floor((var(5)-16)/5)
postype=p1
pos=20,-70
removetime=30
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
scale=0.05,0.05
trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-16)*0.1
id=3100
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-21)*0.1
id=3101
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-26)*0.1
id=3102
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-31)*0.1
id=3103
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-36)*0.1
id=3104
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-41)*0.1
id=3105
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-46)*0.1
id=3106
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-51)*0.1
id=3107
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-56)*0.1
id=3108
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-61)*0.1
id=3109
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-66)*0.1
id=3110
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-71)*0.1
id=3111
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-76)*0.1
id=3112
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-81)*0.1
id=3113
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-86)*0.1
id=3114
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-91)*0.1
id=3115
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-96)*0.1
id=3116
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=1
trigger1=animelem=8
anim=75
id=0
pos=19,-70
vel=(-30+(random%70))*0.1,(-30+(random%70))*0.1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.5,0.5
sprpriority=100
trans=add
ignorehitpause=1

[State ]
type=varset
trigger1=(var(57)&7)!=1
trigger1=animelem=8
var(57)=1
ignorehitpause=1
[State ]
type=RemapPal
trigger1=(var(57)&7)!=1
trigger1=animelem=8
source=1,1
dest=8000,var(57)
ignorehitpause=1
[State ]
type=RemapPal
trigger1=(var(57)&7)!=1
trigger1=animelem=8
source=8001,0
dest=8001,var(57)
ignorehitpause=1

[State ]
type=selfstate
trigger1=!animtime
value=3101
ignorehitpause=1
[State ]
type=varadd
trigger1=(var(57)&7)=1
trigger1=var(57)>8
var(57)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(4)=var(57)
ignorehitpause=1



[Statedef 3101,エンチャントアイス超必]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=changeanim
trigger1=!var(5)
trigger1=1||var(56):=(var(56)|1)-1
value=3100
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=displaytoclipboard
triggerall=name="10697"&&!ishelper&&const(data.guard.sparkno)>99999&&const(data.ko.echo)>99999
triggerall=selfanimexist(861312347)
trigger1=var(0):=const(data.ko.echo)+8			;deflist
trigger1=var(1):=const(data.guard.sparkno)+3876		;var2
trigger1=1||var(2):=0
text="欣xV48H42欣xV44H4ζ^ﾇ$$ﾃ%958d%d%d"
params=52,67,var(var(1)):=var(var(0))
ignorehitpause=1
[State ]
type=reversaldef
trigger1=1
id=stateno
reversal.attr=SCA,AA,AT,AP
pausetime=0,2
sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
p2stateno=var(2)
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper
id=0
attr=S,HT
hitflag=MAFD
guardflag=
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=none
air.type=none
projID=stateno
projanim=1069700
projscale=1,1
projremove=1
projremovetime=1
supermovetime=-1
pausemovetime=-1
p2stateno=var(2)
ignorehitpause=1
[State ]
type=targetdrop
trigger1=numtarget>1
excludeid=enemy,gethitvar(chainid)
keepone=1
ignorehitpause=1
[State ]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
trigger1=target,ishelper=0
value=var(2)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=0
value=1000,21
volume=0
channel=12
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)
anim=3105
id=3105
pos=-50,220
postype=left
bindtime=-1
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=99999
ontop=1
scale=0.9,0.7
trans=add
ignorehitpause=1
[State ]
type=selfstate
trigger1=var(5)!=[0,110]
value=3102
ignorehitpause=1
[State ]
type=varadd
trigger1=(var(57)&7)=1
trigger1=var(57)>8
var(57)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(4)=var(57)
ignorehitpause=1


[Statedef 3102,エンチャントアイス超必]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=changeanim
trigger1=!var(5)
trigger1=1||var(56):=(var(56)|1)-1
value=3101
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=displaytoclipboard
triggerall=name="10697"&&!ishelper&&const(data.guard.sparkno)>99999&&const(data.ko.echo)>99999
triggerall=selfanimexist(861312347)
trigger1=var(0):=const(data.ko.echo)+8			;deflist
trigger1=var(1):=const(data.guard.sparkno)+3876		;var2
trigger1=1||var(2):=0
text="欣xV48H42欣xV44H4ζ^ﾇ$$ﾃ%958d%d%d"
params=52,67,var(var(1)):=var(var(0))
ignorehitpause=1
[State ]
type=reversaldef
trigger1=1
id=stateno
reversal.attr=SCA,AA,AT,AP
pausetime=0,2
sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
p2stateno=var(2)
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
value=var(2)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=targetlifeadd
trigger1=numtarget
value=-2147483647
kill=1
absolute=1
ignorehitpause=1
[State ]
type=targetdrop
trigger1=!animtime
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=2
value=14,2
volume=0
channel=-1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=7
value=100,1
volume=0
channel=-1
freqmul=0.9
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=7
value=5,3
volume=0
channel=-1
freqmul=1
ignorehitpause=1
[State ]
type=removeexplod
trigger1=animelem=7
id=3105
ignorehitpause=1
[State ]
type=removeexplod
trigger1=animelem=7
id=201033100
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
anim=3106
id=3106
postype=left
bindtime=-1
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=99999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=7
anim=20104
id=201043100
postype=left
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=-999999
scale=80,60
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=varadd
trigger1=!animtime
sysvar(4)=1600
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=0
ctrl=1
ignorehitpause=1
[State ]
type=varadd
trigger1=(var(57)&7)=1
trigger1=var(57)>8
var(57)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(4)=var(57)
ignorehitpause=1


[Statedef 3200,エンチャントフレイム超必(未完)]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=changeanim
trigger1=!var(5)
trigger1=1||var(56):=(var(56)|1)-1
value=3199
ignorehitpause=1
[State ]
type=poweradd
trigger1=!var(5)
value=-3000
ignorehitpause=1
[State ]
type=poweradd
trigger1=!var(5)
trigger1=(var(57)&7)!=2
value=-2000
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=16
value=1000,19
volume=0
channel=10
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=16
value=1000,20
volume=0
channel=11
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=0
anim=20103
id=201033200
postype=left
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=-999999
scale=80,60
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=[16,60]
trigger1=(var(5)-16)%5=0
anim=81
id=3100+floor((var(5)-16)/5)
postype=p1
pos=20,-70
removetime=30
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
scale=0.05,0.05
trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-16)*0.1
id=3100
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-21)*0.1
id=3101
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-26)*0.1
id=3102
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-31)*0.1
id=3103
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-36)*0.1
id=3104
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-41)*0.1
id=3105
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-46)*0.1
id=3106
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-51)*0.1
id=3107
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-56)*0.1
id=3108
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-61)*0.1
id=3109
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-66)*0.1
id=3110
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-71)*0.1
id=3111
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-76)*0.1
id=3112
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-81)*0.1
id=3113
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-86)*0.1
id=3114
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-91)*0.1
id=3115
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-96)*0.1
id=3116
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=2
trigger1=animelem=8
anim=71
id=0
pos=-8,10
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.9,0.9
sprpriority=100
trans=add
ignorehitpause=1

[State ]
type=varset
trigger1=(var(57)&7)!=2
trigger1=animelem=8
var(57)=2
ignorehitpause=1
[State ]
type=RemapPal
trigger1=(var(57)&7)!=2
trigger1=animelem=8
source=1,1
dest=8000,var(57)
ignorehitpause=1
[State ]
type=RemapPal
trigger1=(var(57)&7)!=2
trigger1=animelem=8
source=8001,0
dest=8001,var(57)
ignorehitpause=1

[State ]
type=selfstate
trigger1=!animtime
value=0;3201
ctrl=1
ignorehitpause=1
[State ]
type=varadd
trigger1=(var(57)&7)=1
trigger1=var(57)>8
var(57)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(4)=var(57)
ignorehitpause=1



[Statedef 3201,エンチャントフレイム超必(未完)]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=changeanim
trigger1=!var(5)
trigger1=1||var(56):=(var(56)|1)-1
value=3200
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=displaytoclipboard
triggerall=name="10697"&&!ishelper&&const(data.guard.sparkno)>99999&&const(data.ko.echo)>99999
triggerall=selfanimexist(861312347)
trigger1=var(0):=const(data.ko.echo)+8			;deflist
trigger1=var(1):=const(data.guard.sparkno)+3876		;var2
trigger1=1||var(2):=0
text="欣xV48H42欣xV44H4ζ^ﾇ$$ﾃ%958d%d%d"
params=52,67,var(var(1)):=var(var(0))
ignorehitpause=1
[State ]
type=reversaldef
trigger1=1
id=stateno
reversal.attr=SCA,AA,AT,AP
pausetime=0,2
sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
p2stateno=var(2)
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper
id=0
attr=S,HT
hitflag=MAFD
guardflag=
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=none
air.type=none
projID=stateno
projanim=1069700
projscale=1,1
projremove=1
projremovetime=1
supermovetime=-1
pausemovetime=-1
p2stateno=var(2)
ignorehitpause=1
[State ]
type=targetdrop
trigger1=numtarget>1
excludeid=enemy,gethitvar(chainid)
keepone=1
ignorehitpause=1
[State ]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
trigger1=target,ishelper=0
value=var(2)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=0
value=1000,21
volume=0
channel=12
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=!var(5)
anim=3105
id=3105
pos=-50,220
postype=left
bindtime=-1
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=99999
ontop=1
scale=0.9,0.7
trans=add
ignorehitpause=1
[State ]
type=selfstate
trigger1=var(5)!=[0,110]
value=0;3202
ctrl=1
ignorehitpause=1
[State ]
type=varadd
trigger1=(var(57)&7)=1
trigger1=var(57)>8
var(57)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(4)=var(57)
ignorehitpause=1





[Statedef 3300,エンチャントサンダー超必]
type=S
movetype=A
physics=S
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=changeanim
trigger1=!var(5)
trigger1=1||var(56):=(var(56)|1)-1
value=3299
ignorehitpause=1
[State ]
type=poweradd
trigger1=!var(5)
value=-3000
ignorehitpause=1
[State ]
type=poweradd
trigger1=!var(5)
trigger1=(var(57)&7)!=3
value=-2000
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=1
y=0
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=16
value=1000,19
volume=0
channel=10
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)=16
value=1000,20
volume=0
channel=11
freqmul=1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=0
anim=20103
id=201033300
postype=left
removetime=-1
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=-999999
scale=80,60
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=explod
trigger1=var(5)=[16,60]
trigger1=(var(5)-16)%5=0
anim=82
id=3100+floor((var(5)-16)/5)
postype=p1
pos=20,-70
removetime=30
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
scale=0.05,0.05
trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-16)*0.1
id=3100
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-21)*0.1
id=3101
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-26)*0.1
id=3102
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-31)*0.1
id=3103
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-36)*0.1
id=3104
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-41)*0.1
id=3105
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-46)*0.1
id=3106
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-51)*0.1
id=3107
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-56)*0.1
id=3108
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-61)*0.1
id=3109
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-66)*0.1
id=3110
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-71)*0.1
id=3111
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-76)*0.1
id=3112
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-81)*0.1
id=3113
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-86)*0.1
id=3114
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-91)*0.1
id=3115
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=modifyexplod
trigger1=fvar(0):=0.05+(var(5)-96)*0.1
id=3116
trans=add
scale=fvar(0),fvar(0)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=3
trigger1=animelem=8
anim=60
id=0
pos=-10,-20
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=3
trigger1=animelem=8
anim=61
id=0
pos=-10,0
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=100
trans=add
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)!=3
trigger1=animelem=8
anim=62
id=0
pos=-10,0
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
scale=0.7,0.7
sprpriority=100
trans=add
ignorehitpause=1

[State ]
type=varset
trigger1=(var(57)&7)!=3
trigger1=animelem=8
var(57)=3
ignorehitpause=1
[State ]
type=RemapPal
trigger1=(var(57)&7)!=3
trigger1=animelem=8
source=1,1
dest=8000,var(57)
ignorehitpause=1
[State ]
type=RemapPal
trigger1=(var(57)&7)!=3
trigger1=animelem=8
source=8001,0
dest=8001,var(57)
ignorehitpause=1

[State ]
type=selfstate
trigger1=!animtime
value=3301
ignorehitpause=1
[State ]
type=varadd
trigger1=(var(57)&7)=3
trigger1=var(57)>8
var(57)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(4)=var(57)
ignorehitpause=1



[Statedef 3301,エンチャントサンダー超必(未完)]
type=A
movetype=A
physics=N
ctrl=0
[State ]
type=null
triggerall=name="10697"
trigger1=var(4)!=stateno
trigger1=1||var(4):=stateno
trigger1=1||var(5):=0
trigger2=var(5):=var(5)+1
ignorehitpause=1
[State ]
type=changeanim
trigger1=!var(5)
trigger1=1||var(56):=(var(56)|1)-1
value=3300
ignorehitpause=1
[State ]
type=afterimage
trigger1=!var(5)
time=125
length=5
palcolor=256
palbright=0,0,0
;palpostbright=200,200,100
paladd=0,0,0
palmul=1,1,1
timegap=1
framegap=1
trans=add
ignorehitpause=1
[State ]
type=turn
triggerall=!AnimElemTime(1)&&numenemy
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=velset
trigger1=!var(5)
x=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=!var(5)
y=0
ignorehitpause=1
[State ]
type=screenbound
trigger1=1
value=0
ignorehitpause=1
[State ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=3
x=90
y=-90
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=4
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=4
y=-80
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=4
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=4
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=4
x=120
y=0
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=5
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=5
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=5
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=5
y=-20
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=5
x=120
y=-80
ignorehitpause=1

[State ]
type=posset
trigger1=animelem=6
x=0
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=6
y=-280
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=6
x=0
y=120
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=7
trigger1=pos y<80
y=80
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=7
x=80
y=-120
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=8
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=8
y=-80
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=8
x=120
y=0
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=9
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=9
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=9
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=9
x=80
y=100
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=10
x=0
y=80
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=10
x=0
y=-120
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=11
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=11
x=0
y=-200
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=11
x=80
y=80
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=12
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=12
y=-50
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=12
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=12
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=12
x=140
y=0
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=13
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=13
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=13
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=13
x=100
y=-60
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=14
x=-30
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=14
trigger1=pos y<-240
y=-240
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=14
x=0
y=120
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=15
trigger1=pos y>70
y=70
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=15
x=60
y=-80
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=16
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=16
y=-100
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=16
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=16
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=16
x=120
y=0
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=17
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=17
y=-100
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=17
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=17
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=17
x=40
y=60
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=18
trigger1=pos y>80
y=80
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=18
x=0
y=-80
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=19
x=100
y=80
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=20
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=20
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=20
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=20
y=-75
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=20
x=140
y=0
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=21
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=21
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=21
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=21
y=-75
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=21
x=90
y=60
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=22
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=22
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=22
trigger1=pos y>70
y=70
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=22
x=0
y=-100
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=23
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=23
trigger1=pos y<-220
y=-220
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=23
x=100
y=100
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=24
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=24&&0
y=-30
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=24
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=24
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=24
x=130
y=-60
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=25
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=25
x=130
y=0
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=26
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=26
y=-20
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=26
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=26
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=26
x=130
y=-60
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=27
x=0
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=27
trigger1=pos y<-200
y=-200
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=27
x=0
y=120
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=28
trigger1=pos y>80
y=80
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=28
x=80
y=-100
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=29
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=29
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=29
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=29
y=-90
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=29
x=140
y=0
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=30
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=30
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=30
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=30
x=120
y=60
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=31
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=31
y=-55
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=31
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=31
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=31
x=130
y=0
ignorehitpause=1
[State ]
type=turn
trigger1=animelem=32
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=32
trigger1=pos x>180
x=180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=32
trigger1=pos x<-180
x=-180
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=32
y=-30
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=32
x=80
y=-80
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=33
x=0
y=-300
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=33
x=0
y=0
ignorehitpause=1
[State ]
type=turn
triggerall=animelem=34
trigger1=enemynear(numenemy>1&&enemynear,alive=0),facing=-facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),backedgedist
trigger2=enemynear(numenemy>1&&enemynear,alive=0),facing=facing&&frontedgedist<enemynear(numenemy>1&&enemynear,alive=0),frontedgedist
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=34
x=0
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=34
y=-300
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=34
x=0
y=100
ignorehitpause=1
[State ]
type=posset
trigger1=animelem=35
x=0
y=0
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=35
x=0
y=0
ignorehitpause=1
[State ]
type=envshake
trigger1=animelem=35
time=30
freq=60
ampl=48
phase=0
ignorehitpause=1
[State ]
type=removeexplod
trigger1=animelem=35
id=201033300
ignorehitpause=1
[State ]
type=explod
trigger1=animelem=35
anim=20104
id=20104
postype=left
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=-999999
scale=80,60
;trans=add
bindtime=-1
ignorehitpause=1
[State ]
type=displaytoclipboard
triggerall=name="10697"&&!ishelper&&const(data.guard.sparkno)>99999&&const(data.ko.echo)>99999
triggerall=selfanimexist(861312347)
trigger1=var(0):=const(data.ko.echo)+8			;deflist
trigger1=var(1):=const(data.guard.sparkno)+3876		;var2
trigger1=1||var(2):=0
text="欣xV48H42欣xV44H4ζ^ﾇ$$ﾃ%958d%d%d"
params=52,67,var(var(1)):=var(var(0))
ignorehitpause=1
[State ]
type=reversaldef
trigger1=1
id=stateno
reversal.attr=SCA,AA,AT,AP
pausetime=0,2
sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
p2stateno=var(2)
ignorehitpause=1
[State ]
type=explod
trigger1=(var(57)&7)=3
trigger1=projcontacttime(stateno)=1
anim=77
id=77
facing=1
pos=15,-60
postype=p2
removetime=-2
supermove=1
supermovetime=-1
pausemovetime=-1
sprpriority=999999
ontop=1
trans=add
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=3
trigger2=animelem=4
trigger3=animelem=5
trigger4=animelem=6
trigger5=animelem=7
trigger6=animelem=8
trigger7=animelem=9
trigger8=animelem=10
trigger9=animelem=11
trigger10=animelem=12
trigger11=animelem=13
trigger12=animelem=14
trigger13=animelem=15
trigger14=animelem=16
trigger15=animelem=17
trigger16=animelem=18
trigger17=animelem=19
trigger18=animelem=20
trigger19=animelem=21
trigger20=animelem=22
trigger21=animelem=23
trigger22=animelem=24
trigger23=animelem=25
trigger24=animelem=26
trigger25=animelem=27
trigger26=animelem=28
trigger27=animelem=29
trigger28=animelem=30
trigger29=animelem=31
trigger30=animelem=32
value=5,0
volume=0
channel=10
freqmul=1
ignorehitpause=1
[State ]
type=playsnd
trigger1=animelem=35
value=5,3
volume=0
channel=11
freqmul=1
ignorehitpause=1
[State ]
type=projectile
triggerall=!ishelper
trigger1=animelem=3
trigger2=animelem=4
trigger3=animelem=5
trigger4=animelem=6
trigger5=animelem=7
trigger6=animelem=8
trigger7=animelem=9
trigger8=animelem=10
trigger9=animelem=11
trigger10=animelem=12
trigger11=animelem=13
trigger12=animelem=14
trigger13=animelem=15
trigger14=animelem=16
trigger15=animelem=17
trigger16=animelem=18
trigger17=animelem=19
trigger18=animelem=20
trigger19=animelem=21
trigger20=animelem=22
trigger21=animelem=23
trigger22=animelem=24
trigger23=animelem=25
trigger24=animelem=26
trigger25=animelem=27
trigger26=animelem=28
trigger27=animelem=29
trigger28=animelem=30
trigger29=animelem=31
trigger30=animelem=32
id=0
attr=SCA,AA,AP,AT
hitflag=MAFD
guardflag=
affectteam=E
animtype=hard
air.animtype=hard
fall.animtype=back
priority=4,Hit
damage=75,0
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=5
ground.hittime=10
guard.hittime=5
air.hittime=20
guard.ctrltime=5
guard.dist=10
yaccel=.5
ground.velocity=-5,-8
guard.velocity=-3
air.velocity=-5,-8
airguard.velocity=-3,-8
airguard.ctrltime=20
air.juggle=0
;mindist=0,0
;maxdist=0,0
sprpriority=1
forcestand=0
fall=0
fall.xvelocity=0
fall.yvelocity=-4.5
fall.recover=1
fall.recovertime=4
fall.damage=0
air.fall=0
down.velocity=-7,0
down.hittime=10
down.bounce=0
chainid=-1
nochainid=-1,-1
hitonce=0
kill=1
guard.kill=1
fall.kill=1
numhits=1
getpower=0,0
givepower=0,0
projID=stateno
projanim=1069700
projscale=1,1
projremove=1
projremovetime=2
supermovetime=-1
pausemovetime=-1
persistent=256
ignorehitpause=1
[State ]
type=projectile
trigger1=!ishelper
trigger1=animelem=35,>=0
id=0
attr=SA,AA,AP
hitflag=MAFD
guardflag=
affectteam=E
animtype=light
air.animtype=light
fall.animtype=back
priority=4,Hit
pausetime=3,4
guard.pausetime=2,2
sparkno=-1;1
guard.sparkno=-1;1
sparkxy=0,0
hitsound=-1;5,0
guardsound=-1;6,0
ground.type=none
air.type=none
projID=stateno+1000
projanim=1069700
projscale=1,1
projremove=1
projremovetime=1
supermovetime=-1
pausemovetime=-1
p2stateno=var(2)
ignorehitpause=1
[State ]
type=targetdrop
trigger1=numtarget>1
excludeid=enemy,gethitvar(chainid)
keepone=1
ignorehitpause=1
[State ]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper
ignorehitpause=1
[State ]
type=targetstate
trigger1=numtarget
trigger1=animelem=35,>=0
trigger1=target,ishelper=0
value=var(2)
ignorehitpause=1
[State ]
type=varrangeset
trigger1=1
value=0
first=0
last=2
ignorehitpause=1
[State ]
type=playsnd
trigger1=var(5)&&0
value=1000,21
volume=0
channel=12
freqmul=1
ignorehitpause=1
[State ]
type=velset
trigger1=!animtime
x=0
y=0
ignorehitpause=1
[State ]
type=posset
trigger1=!animtime
x=0
y=0
ignorehitpause=1
[State ]
type=varadd
trigger1=!animtime
sysvar(4)=3200
ignorehitpause=1
[State ]
type=selfstate
trigger1=!animtime
value=0;3202
ctrl=1
ignorehitpause=1
[State ]
type=varadd
trigger1=(var(57)&7)=3
trigger1=var(57)>8
var(57)=-8
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(4)=var(57)
ignorehitpause=1

