;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1040   ;ライフ（体力ゲージ）最大値
power             = 3000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 255      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 55     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める
FloatPersistIndex = 40     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める

;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1.3       ;キャラの横の大きさ（絶対値・float）
yscale           = 1.3       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 31      ;地上にいる時の「後方の物理的な幅」
ground.front     = 11     ;地上にいる時の「前方の物理的な幅」
air.back         = 31      ;空中にいる時の「後方の物理的な幅」
air.front        = 11      ;空中にいる時の「前方の物理的な幅」
height           = 30      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = -5,-70  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = -4,-38  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 1.3         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -1.3        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 8.6,0       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -3.6,-2.6   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-8.7      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.55       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 3.33         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -4.5,-11  ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 4.5,-11      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-8.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.8       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.8         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 1        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .44      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）

;===========================================================================
; 基本行動
;===========================================================================
;---------------------------------------------------------------------------
;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
;anim = 170
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

[State 170, 1]
type = ChangeState
trigger1 = Time = 0
value = 4000

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利ポーズ分岐（common1.cnsには無いけど、これもコモンステート）
[Statedef 180]
type = S
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 180, ステート変更]
type = ChangeState
trigger1 = numhelper(8000)
value = 183

[State 180, ステート変更]
type = ChangeState
triggerall = matchover
trigger1 = enemynear,name="godzilla"||(enemynear,name="GODZILLEN"&&enemynear,authorname ="k")
trigger2 = enemynear,name="usa-godzilla"
trigger3 = enemynear,name="gotengo"
trigger4 = enemynear,name="ULTRAMAN"
value = 182

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
;勝利ポーズ1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 190];ゴジラ
type = varset
trigger1 = Time = 0
var(15) = (random%3)

[State 191, 特殊効果]
type = AssertSpecial
triggerall = matchover
trigger1 = var(15) = 0 && animelemtime(13) < 540
trigger2 = var(15) = 1 && animelemtime(13) < 570
trigger3 = var(15) = 2 && animelemtime(13) < 300
flag = RoundNotOver

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 4
value = 11, 1
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = matchover
trigger1 = AnimElemTime(13) = 12
value = 180, 0+var(15)
channel = 2

;---------------------------------------------------------------------------
;勝利ポーズ2（特殊）
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = enemynear,name="godzilla" && animelemtime(13) < 250+(175*(!matchover))
trigger2 = enemynear,name="usa-godzilla" && animelemtime(13) < 420
trigger3 = enemynear,name="gotengo" && animelemtime(13) < 320
trigger4 = enemynear,name="GODZILLEN" && enemynear,authorname = "k" && animelemtime(13) < 250
trigger5 = enemynear,name= "ULTRAMAN" && animelemtime(13) < 250
flag = RoundNotOver

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 4
value = 11, 1
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemTime(13) = 12
trigger1 = enemynear,name="godzilla"
trigger2 = enemynear,name="GODZILLEN" && enemynear,authorname = "k"
value = 180, 10+(40*(!matchover))
channel = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(13) = 12
trigger1 = enemynear,name="usa-godzilla"
value = 180, 12
channel = 2

[State 200, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemTime(13) = 12
trigger1 = enemynear,name="gotengo"
value = 190, 13
channel = 2

[State 200, 音を鳴らす]
type = PlaySnd
triggerall = AnimElemTime(13) = 12
trigger1 = enemynear,name="ULTRAMAN"
value = 180, 13
channel = 2

;---------------------------------------------------------------------------
;勝利ポーズ3（自爆）
[Statedef 183]
type = S
ctrl = 0
anim = 181
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 191, 2] 
type = AssertSpecial
trigger1 = time < 525
flag = roundnotover

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 810, 1]
type = helper
triggerall = palno != 12
trigger1 = !numhelper(8180)
trigger1 = AnimElemTime(13) = 27
stateno = 8180
id = 8180
name = "suraisa-30"
postype = p1
helpertype = normal
ownpal = 1
pos = ceil(25*const(size.xscale)),ceil(-120*const(size.yscale))
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 810, 1]
type = helper
triggerall = palno != 12
trigger1 = !numhelper(8181)
trigger1 = AnimElemTime(13) = 30
stateno = 8180
id = 8181
name = "suraisa-31"
postype = p1
helpertype = normal
ownpal = 1
pos = ceil(-25*const(size.xscale)),ceil(-120*const(size.yscale))
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 810, 1]
type = helper
triggerall = palno != 12
trigger1 = !numhelper(8182)
trigger1 = AnimElemTime(13) = 90
stateno = 8182
id = 8182
name = "atama"
postype = p1
helpertype = normal
ownpal = 0
pos = 0,ceil(-58*const(size.yscale))
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 810, 1]
type = helper
triggerall = palno = 12
trigger1 = !numhelper(8180)
trigger1 = AnimElemTime(13) = 27
stateno = 8180
id = 8180
name = "suraisa-30"
postype = p1
helpertype = player
ownpal = 1
pos = ceil(25*const(size.xscale)),ceil(-120*const(size.yscale))
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 810, 1]
type = helper
triggerall = palno = 12
trigger1 = !numhelper(8181)
trigger1 = AnimElemTime(13) = 30
stateno = 8180
id = 8181
name = "suraisa-31"
postype = p1
helpertype = player
ownpal = 1
pos = ceil(-25*const(size.xscale)),ceil(-120*const(size.yscale))
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 810, 1]
type = helper
triggerall = palno = 12
trigger1 = !numhelper(8182)
trigger1 = AnimElemTime(13) = 90
stateno = 8182
id = 8182
name = "atama"
postype = p1
ownpal = 0
helpertype = player
pos = 0,ceil(-58*const(size.yscale))
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 6050,0]
type = explod
trigger1 = AnimElemTime(13) = 31
trigger2 = AnimElemTime(13) = 34
anim = 7320
id = 7320
pos = ceil(ifelse(time<170,10,-10)*const(size.xscale)),ceil(-60*const(size.yscale))
bindtime = -1
facing = -1
ontop = 1
sprpriority = 3
postype = p1
scale = .833*.5,1.07*.5
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 5]
type = explod
trigger1 = Anim = 182
trigger1 = AnimElemTime(1) = 120
anim = 7182
id = 7182
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
scale = .833*const(size.xscale),1.07*const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = AnimElemTime(1) = 4
value = 11, 1
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(13) = 31
trigger2 = AnimElemTime(13) = 34
value = 5, 12
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Anim = 182
trigger1 = AnimElemTime(1) = 120
value = 181, 0
channel = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 465
value = 180, 20
channel = 0

[State 175, 2]
type = ChangeAnim
trigger1 = AnimElemTime(13) = 90
value = 182

[State 175, 2]
type = null;ChangeAnim
trigger1 = Anim = 182
trigger1 = AnimElemTime(1) = 120
value = 99999

;---------------------------------------------------------------------------
;切断用スライサー
[Statedef 8180]
type = A
physics = N
anim = 8000
velset = 0,0
sprpriority = 2
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

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

[State 190, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2]
type = palfx
trigger1 = 1
time = 2
add = 128,128,128
ignorehitpause = 1

[State 1020, 残像]
type = AfterImage
trigger1 = Time = 0
time = 9999999
PalBright = 128,128,128
Trans = Add
TimeGap  = 1
FrameGap = 1
length = 20

[State 0, scale]
type = angledraw
trigger1 = 1
value = ifelse(IsHelper(8180),330,30)

[State 100]
type = VelSet
trigger1 = IsHelper(8180)
x = -4
y = 12

[State 100]
type = VelSet
trigger1 = IsHelper(8181)
x = 4
y = 12

[State -2,消失]
type = DestroySelf
trigger1 = root,anim = 182
ignorehitpause = 1

;---------------------------------------------------------------------------
;頭
[Statedef 8182]
type = S
physics = N
ctrl = 0
anim = 8182
velset = 0,0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = pos y >= 0 && vel y > 0
value = 40, 2
channel = 0

[State 1000, 5]
type = explod
trigger1 = time = 0
anim = 7050
id = 7050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 5]
type = explod
trigger1 = pos y >= 0 && vel y > 0
anim = 7050
id = 7050
postype = p1
pos = ceil(12*const(size.xscale)),0
ownpal = 1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 440, 画面を揺らす]
type = EnvShake
trigger1 = pos y >= 0 && vel y > 0
time = 12
;freq = 60
ampl = -5
;phase = 90

[State 0, scale]
type = angledraw
trigger1 = time >= 48
trigger1 = pos y < 0
value = 360-(ceil(90+(90/58*(pos y))))

[State 0, scale]
type = angledraw
trigger1 = pos y >= 0
value = 270

[State 100]
type = posadd
trigger1 = time = 0
trigger2 = time = 16
trigger3 = time = 32
x = ceil(3*const(size.xscale))

[State 100]
type = veladd
trigger1 = time >= 48
trigger1 = pos y < 0
y = ceil(.08*const(size.yscale))

[State 100]
type = velset
trigger1 = time >= 48
trigger1 = pos y >= 0
y = 0

[State 100]
type = posset
trigger1 = time >= 48
trigger1 = pos y >= 0
y = 0

[State -2,消失]
type = DestroySelf
trigger1 = root,anim = 182
trigger1 = root,animelem = 2
ignorehitpause = 1

;---------------------------------------------------------------------------
;イントロ分岐
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

;[state 0, helper]
;type = helper
;triggerall = palno != 12
;trigger1 = time = 0
;helpertype = normal
;name = "config"
;stateno = 9990
;id = 9990
;pausemovetime = 999999
;supermovetime = 999999
;ignorehitpause = 1

;[state 0, helper]
;type = helper
;triggerall = palno = 12
;trigger1 = time = 0
;helpertype = player
;name = "config"
;stateno = 9990
;id = 9990
;pausemovetime = 999999
;supermovetime = 999999
;ignorehitpause = 1

[State 190, 2];特殊イントロ
type = ChangeState
triggerall = Time = 0
trigger1 = enemynear,name = "battra_adult" && enemynear,authorname = "Jirougaki"
value = 193

[State 190, 2];特殊イントロ
type = ChangeState
triggerall = enemynear,authorname="Jirougaki"
trigger1 = enemynear,name="mecha-king_ghidorah"
trigger2 = enemynear,name="new_mechagodzilla"
value = 192

[State 190, 2];特殊イントロ
type = ChangeState
triggerall = Time = 0
trigger1 = enemynear,name="godzilla"
trigger2 = enemynear,name="mothra"||enemynear,name="battra_adult"
trigger3 = enemynear,name="gotengo"
trigger4 = enemynear,name="cvsyoko"||enemynear,name="G_Cyclone"||enemynear,name="KillerBee"||enemynear,name="Geneshic Gaogaiger"
trigger5 = enemynear,name="Honda Tadakatsu"
trigger6 = enemynear,name="GODZILLEN"&&enemynear,authorname="k"
trigger7 = enemynear,name="kamen rider kaixa"
trigger8 = enemynear,name="yujiro"
trigger9 = enemynear,name="ULTRAMAN"
value = 192

[State 190, 2]
type = null;ChangeState
triggerall = Time = 0
trigger1 = palno = 6
trigger2 = palno = 12
value = 194

[State 190, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
;イントロ
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 200, 音を鳴らす]
type = PlaySnd
triggerall = animelemtime(1) = 31
trigger1 = enemy,name!="fw_gigan"
trigger2 = enemy,name="fw_gigan"
trigger2 = teamside=1
value = 190, 0
channel = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(1) >= 420 && animelemtime(2) < 200
trigger1 = time%5 = 0
value = 40, 2
;channel = 0

[State 193]
type = varset
trigger1 = AnimElemTime(2) = 300
fvar(20) = 1
ignorehitpause = 1

[State 193]
type = RemoveExplod
trigger1 = animelemtime(1) >= 420 && animelemtime(2) < 200
id = 7878
ignorehitpause = 1

[State 193]
type = Explod
trigger1 = AnimElemTime(2) = 291
anim = 1212
pos = 0,-200
vel = 0,7
postype = p1
sprpriority = 3
removetime = 20
shadow = -1,0,0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 193, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 300
value = S1212, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(2) = 291
value = 11, 1
channel = 0

[State -2]
type = Palfx
trigger1 = animelemtime(1) = 420
time = 256
sinadd = -256,-256,-256,512
ignorehitpause = 1

[State 440, 画面を揺らす]
type = EnvShake
trigger1 = animelemtime(1) >= 420 && animelemtime(2) < 200
trigger1 = time%5 = 0
time = 8
freq = 60
ampl = 4
;phase = 90

[State 1000, 5]
type = explod
trigger1 = enemy,name!="fw_gigan"
trigger1 = animelemtime(1) = 0
anim = 30000
id = 30000
postype = left
pos = ifelse(teamside=1,0,154),36
bindtime = -1
ownpal = 1
;ontop = 1
sprpriority = 0
scale = .25*const(size.xscale),.25*const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 5]
type = explod
trigger1 = enemy,name="fw_gigan"
trigger1 = teamside=1
trigger1 = animelemtime(1) = 0
anim = 30000
id = 30000
postype = left
pos = 77,36
bindtime = -1
ownpal = 1
ontop = 1
sprpriority = 20
scale = .25*const(size.xscale),.25*const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 5]
type = explod
trigger1 = animelemtime(1) >= 420 && animelemtime(2) < 200
trigger1 = time%2 = 0
anim = 7100
id = 7100
postype = p1
pos = ceil((9-(random%19))*const(size.xscale)),ceil(-(random%91)*const(size.yscale))
bindtime = -1
ownpal = 1
sprpriority = 4
scale = 3*const(size.xscale),3*const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;特殊イントロ
[Statedef 192]
type = A
physics = N
ctrl = 0
anim = 99999
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[State 3000, 2]
type = PlayerPush
trigger1 = 1
value = 0

;-----------------------
[state 190];ゴジラ
type = varset
triggerall = Time = 0
trigger1 = enemynear,name="godzilla"
trigger2 = enemynear,name="GODZILLEN"&&enemynear,authorname="k"
var(14) = 0

[state 190];モスラ
type = varset
triggerall = Time = 0
trigger1 = enemynear,name="mothra"
trigger2 = enemynear,name="battra_adult"
var(14) = 1

[state 190];VS地球防衛兵器
type = varset
triggerall = Time = 0
trigger1 = enemynear,name="mecha-king_ghidorah"
trigger2 = enemynear,name="new_mechagodzilla"
trigger3 = enemynear,name="gotengo"
trigger4 = enemynear,name="TOY"
var(14) = 2

[state 190];VSドリル
type = varset
triggerall = Time = 0
trigger1 = enemynear,name = "cvsyoko"
trigger2 = enemynear,name="G_Cyclone"
trigger3 = enemynear,name="KillerBee"
trigger4 = enemynear,name="Geneshic Gaogaiger"
trigger5 = enemynear,name="Honda Tadakatsu"
var(14) = 3

[state 190];VSヒーロー
type = varset
triggerall = Time = 0
trigger1 = enemynear,name="ULTRAMAN"
var(14) = 4

[state 190];VSカイザ
type = varset
triggerall = Time = 0
trigger1 = enemynear,name="kamen rider kaixa"
var(14) = 20

[state 190];VS最強の生物
type = varset
triggerall = Time = 0
trigger1 = enemynear,name="yujiro"
var(14) = 22

;-----------------------
[State 1052, 変更]
type = ChangeAnim
triggerall = Anim = 99999
trigger1 = !var(14) && time = 270
trigger2 = var(14) = 1 && time = 360
trigger3 = var(14) = 2 && time = 390
trigger4 = var(14) = 3 && time = 290
trigger5 = var(14) = 4 && time = 405
trigger6 = var(14) = 20 && time = 460
trigger7 = var(14) = 22 && time = 580
value = 191

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(14) < 10
value = 190, 10+var(14)+ifelse(var(14)=4,40*(random%2),0)
channel = 2

[State 200, 音を鳴らす]
type = PlaySnd
triggerall = var(14) = 20
trigger1 = Time = 0
trigger2 = Time = 94
value = 190, 20+ifelse(!time,0,1)
channel = 2

[State 200, 音を鳴らす]
type = PlaySnd
triggerall = var(14) = 22
trigger1 = Time = 0
trigger2 = Time = 495
value = 190, 22+ifelse(!time,0,1)
channel = 2

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = anim = 191
trigger1 = Animelemtime(2) = 0
value = 11, 0
channel = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = anim = 191
trigger1 = Animelemtime(6) = 0
value = 0, 1
channel = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = anim = 12
trigger1 = Animelemtime(1) = 1
value = 40, 0
channel = 0

[State 100]
type = posadd
trigger1 = time = 0
x = -49
y = -150

[State 100]
type = VelSet
trigger1 = anim = 191
trigger1 = Animelemtime(1) = 0
y = 7

[State 100]
type = VelSet
trigger1 = anim = 191
trigger1 = Animelemtime(6) = 0
x = 7
y = 10

[State 1052, 変更]
type = ChangeAnim
trigger1 = pos y > 0 && vel y > 0
trigger1 = Anim = 191
value = 12

[State 100]
type = VelSet
trigger1 = Anim = 191
trigger1 = Animelemtime(1) = 12
trigger2 = pos y > 0 && vel y > 0
x = 0
y = 0

[State 100]
type = posset
trigger1 = anim = 12
y = 0

[State 440, 画面を揺らす]
type = EnvShake
trigger1 = Anim = 12
trigger1 = Animelemtime(1) = 0
time = 12
;freq = 60
ampl = -5
;phase = 90

[State 1000, 5]
type = explod
trigger1 = Anim = 12
trigger1 = Animelemtime(1) = 0
anim = 7050
id = 7050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 191, ステート変更]
type = ChangeState
trigger1 = Anim = 12
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;イントロ VSバトラ
[Statedef 193]
type = S
physics = N
ctrl = 0
anim = 193
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[State 3000, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 700, 速度の指定]
type = PosAdd
trigger1 = time = 0
x = 37+ifelse(teamside=1,0,-1)

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(2) = 9
trigger2 = AnimElemTime(4) = 12
value = 5, 12
channel = 0

[State 700, 速度の指定]
type = VelSet
trigger1 = time = 0
x = -6
y = -6

[State 100]
type = VelAdd
trigger1 = Time > 0 && animelemtime(3) < 0
x = .45

[State 100]
type = VelAdd
trigger1 = animelemtime(3) >= 6
x = -.6

[State 100]
type = VelAdd
trigger1 = animelemtime(2) >= 0
y = .35

[State 6050,0]
type = Explod
trigger1 = AnimElemTime(2) = 9
anim = 7320
id = 7320
pos = ceil(20*const(size.xscale)),ceil(-45*const(size.yscale))
:bindtime = -1
facing = -1
ontop = 1
sprpriority = 3
postype = p1
scale = .833,1.07
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 6050,0]
type = Explod
trigger1 = AnimElemTime(4) = 12
anim = 7320
id = 7320
pos = 0,ceil(-30*const(size.yscale))
:bindtime = -1
facing = -1
ontop = 1
sprpriority = 3
postype = p1
scale = 1.66*.833,1.07
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 191, ステート変更]
type = ChangeState
trigger1 = pos y > 0 && vel y > 0
value = 19301

;---------------------------------------------------------------------------
;イントロ VSバトラ2
[Statedef 19301]
type = S
physics = N
ctrl = 0
anim = 19301
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[State 3000, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 700, 速度の指定]
type = PosSet
trigger1 = time = 0
y = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 40, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 11, 0
channel = 0

[State 700, 速度の指定]
type = VelSet
trigger1 = time = 0
x = -5

[State 100]
type = VelAdd
trigger1 = Time > 0 && vel x < 0
x = .35

[State 700, 速度の指定]
type = VelSet
trigger1 = vel x >= 0
x = 0

[State 1000, 5]
type = explod
trigger1 = time = 0
anim = 7050
id = 7050
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 440, 画面を揺らす]
type = EnvShake
trigger1 = time = 0
time = 12
;freq = 60
ampl = -5
;phase = 90

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;EXイントロ
[Statedef 194]
type = S
ctrl = 0
anim = 194+var(0)
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG

[State -2]
type = AllPalfx
trigger1 = time = 20
trigger2 = time = 120
trigger3 = time = 220
trigger4 = time = 320
time = 48
mul = 208,0,0
sinadd = 48,0,0,128

[State -2]
type = BGPalFX
trigger1 = 1
mul = 0,0,0
time = 2

[State 4001]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = (time-500),0+(time-500)

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 11, 0
channel = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 20
trigger2 = time = 120
trigger3 = time = 220
trigger4 = time = 320
value = 194, 0
channel = 0

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 11, 0
channel = 0

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
; 通常攻撃技
;===========================================================================
;---------------------------------------------------------------------------
;立ち弱
[Statedef 200]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 200
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 0
channel = 0

[State 200, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = AnimElem = 3
;attr = S, NA
attr = , NA
damage = ceil(ifelse((30*fvar(0))<7,7,(30*fvar(0))))
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3
pausetime = 8, 8
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-65*const(size.yscale))
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3
air.velocity = -3.3,5
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
getpower = 40,0
givepower = 20,0

[State 200, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = AnimElem = 5
;attr = S, NA
attr = , NA
damage = ceil(ifelse((30*fvar(0))<7,7,(30*fvar(0))))
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-25*const(size.yscale))
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.3
air.velocity = -3.3,5
air.hittime = 20
down.velocity = -3.3,0
down.hittime = 20
getpower = 40,0
givepower = 20,0

[State 200, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = AnimElem = 3
;attr = S, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((30*fvar(0))<7,7,(30*fvar(0))))
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3
pausetime = 8, 8
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-65*const(size.yscale))
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3
air.velocity = -3.3,5
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
getpower = 40,0
givepower = 20,0

[State 200, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = AnimElem = 5
;attr = S, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((30*fvar(0))<7,7,(30*fvar(0))))
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-25*const(size.yscale))
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.3
air.velocity = -3.3,5
air.hittime = 20
down.velocity = -3.3,0
down.hittime = 20
getpower = 40,0
givepower = 20,0

[State 11000, エフェクト]
type = null;Explod
trigger1 = movecontact = 1
trigger1 = animelemtime(4) < 0
anim = 7000+ifelse(moveguarded,10,0)
ontop = 1
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(50*const(size.xscale)), ceil(-65*const(size.yscale))
sprpriority = 3
id = 7000
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = null;Explod
trigger1 = movecontact = 1
trigger1 = animelemtime(4) > 0
anim = 7000+ifelse(moveguarded,10,0)
ontop = 1
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(35*const(size.xscale)), ceil(-25*const(size.yscale))
sprpriority = 3
id = 7000
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 210
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (5) < 0)
value = ceil(15*const(size.xscale)),0

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1
channel = 0

[State 210, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
;attr = S, NA
attr = ,NA
animtype  = Medium
damage = ceil(ifelse((45*fvar(0))<7,7,(45*fvar(0))))
hitflag = MAFD
guardflag = M
priority = 5
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-50*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -7.6
air.velocity = -7.6,5
down.velocity = -7.6,0
down.hittime = 21
getpower = 50,0
givepower = 25,0

[State 210, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time = 0
;attr = S, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
animtype  = Medium
damage = ceil(ifelse((45*fvar(0))<7,7,(45*fvar(0))))
hitflag = MAFD
guardflag = M
priority = 5
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-50*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -7.6
air.velocity = -7.6,5
down.velocity = -7.6,0
down.hittime = 21
getpower = 50,0
givepower = 25,0

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;しゃがみ弱
[Statedef 400]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 400
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 0
channel = 0

[State 400, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
;attr = C, NA
attr = ,NA
damage = ceil(ifelse((30*fvar(0))<7,7,(30*fvar(0))))
priority  = 3
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-15.38*const(size.yscale))
hitsound   = s5,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3.3
air.velocity = -3.3,5
down.velocity = -3.3,0
down.hittime = 12
getpower = 40,0
givepower = 20,0

[State 400, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time = 0
;attr = C, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((30*fvar(0))<7,7,(30*fvar(0))))
priority  = 3
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-15.38*const(size.yscale))
hitsound   = s5,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3.3
air.velocity = -3.3,5
down.velocity = -3.3,0
down.hittime = 12
getpower = 40,0
givepower = 20,0

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 410
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2
channel = 0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (3) < 0)
value = ceil(30*const(size.xscale)),0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (3) >= 0) && (AnimElemTime (5) < 0)
value = ceil(45*const(size.xscale)),0

[State 410, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
;attr = C, NA
attr = ,NA
damage = ceil(ifelse((60*fvar(0))<7,7,(60*fvar(0))))
animtype  = Medium
hitflag = MAFD
priority = 5
guardflag = L
pausetime = ifelse(AnimElemTime (4) >= 0,13,6),13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-15.38*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7.6
air.velocity = -7.6,5
down.velocity = -7.6,0
down.hittime = 18
getpower = 50,0
givepower = 25,0
persistent = 0

[State 410, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = AnimElem = 5
;attr = C, NA
attr = ,NA
damage = ceil(ifelse((67.5*fvar(0))<7,7,(67.5*fvar(0))))
animtype  = Medium
hitflag = MAFD
priority = 5
guardflag = L
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-8*const(size.xscale)), ceil(-15.38*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -7.6
air.velocity = -7.6,5
down.velocity = -7.6,0
down.hittime = 18
getpower = 50,0
givepower = 25,0

[State 410, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
;attr = C, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((60*fvar(0))<7,7,(60*fvar(0))))
animtype  = Medium
hitflag = MAFD
priority = 5
guardflag = L
pausetime = ifelse(AnimElemTime (4) >= 0,13,6),13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-15.38*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7.6
air.velocity = -7.6,5
down.velocity = -7.6,0
down.hittime = 18
getpower = 50,0
givepower = 25,0
persistent = 0

[State 410, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = AnimElem = 5
;attr = C, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((67.5*fvar(0))<7,7,(67.5*fvar(0))))
animtype  = Medium
hitflag = MAFD
priority = 5
guardflag = L
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-8*const(size.xscale)), ceil(-15.38*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -7.6
air.velocity = -7.6,5
down.velocity = -7.6,0
down.hittime = 18
getpower = 50,0
givepower = 25,0

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;ジャンプ弱1
[Statedef 600]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 600
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 0
channel = 0

[State 100]
type = VelAdd
trigger1 = Time > 0
x = ifelse((vel x)>0, -0.06, .06)

[State 100]
type = VelAdd
trigger1 = Time > 0
y = .06

[State 600, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
;attr = A, NA
attr = ,NA
damage = ceil(ifelse((45*fvar(0))<7,7,(45*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-61.54*const(size.yscale))
hitsound   = s5,0
guardsound = s6,0
ground.type = High
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -3.3,0
air.velocity = -3.3
down.velocity = -3.3,0
down.hittime = 26
getpower = 40,0
givepower = 20,0

[State 600, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time = 0
;attr = A, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((45*fvar(0))<7,7,(45*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-61.54*const(size.yscale))
hitsound   = s5,0
guardsound = s6,0
ground.type = High
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -3.3,0
air.velocity = -3.3
down.velocity = -3.3,0
down.hittime = 26
getpower = 40,0
givepower = 20,0

;---------------------------------------------------------------------------
;ジャンプ強1
[Statedef 610]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 610
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2
channel = 0

[State 100]
type = VelAdd
trigger1 = Time > 0
x = ifelse((vel x)>0, -0.06, .06)

[State 100]
type = VelAdd
trigger1 = Time > 0
y = .06

[State 610, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
;attr = A, NA
attr = ,NA
damage = ceil(ifelse((67.5*fvar(0))<7,7,(67.5*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 5
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-34.62*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.3
air.velocity = -6.3,11
getpower = 50,0
givepower = 25,0
;fall = 1
;fall.recover = 0
;fall.xvelocity = -3.4
;fall.yvelocity = -5.6
;down.velocity = -6.3,0
;down.hittime = 30

[State 610, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time = 0
;attr = A, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((67.5*fvar(0))<7,7,(67.5*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 5
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-34.62*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6.3
air.velocity = -6.3,11
getpower = 50,0
givepower = 25,0
;fall = 1
;fall.recover = 0
;fall.xvelocity = -3.4
;fall.yvelocity = -5.6
;down.velocity = -6.3,0
;down.hittime = 30


;---------------------------------------------------------------------------
;ジャンプ弱2
[Statedef 620]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 620
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
channel = 0

[State 100]
type = VelAdd
trigger1 = Time > 0
x = ifelse((vel x)>0, -0.06, .06)

[State 100]
type = VelAdd
trigger1 = Time > 0
y = .06

[State 630, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
;attr = A, NA
attr = ,NA
damage = ceil(ifelse((37.5*fvar(0))<7,7,(37.5*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 11,11
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-15.38*const(size.yscale))
hitsound   = s5,0
guardsound = s6,0
ground.type = High
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -3.3
air.velocity = -3.3,0
down.velocity = -3.3,0
down.hittime = 27
getpower = 40,0
givepower = 20,0

[State 630, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time = 0
;attr = A, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((37.5*fvar(0))<7,7,(37.5*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 11,11
sparkno = s7000
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-15.38*const(size.yscale))
hitsound   = s5,0
guardsound = s6,0
ground.type = High
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -3.3
air.velocity = -3.3,0
down.velocity = -3.3,0
down.hittime = 27
getpower = 40,0
givepower = 20,0

;---------------------------------------------------------------------------
;ジャンプ強2(1回目)
[Statedef 630]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 630
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2
channel = 0

[State 100]
type = VelSet
trigger1 = movecontact = 1
trigger2 = projcontact(32322) = 1
y = -3

[State 100]
type = VelSet
trigger1 = vel x = (-0.06, .06)
x = 0

[State 100]
type = VelAdd
trigger1 = Time > 0
x = ifelse(!(vel x),0,ifelse((vel x)>0, -0.06, .06))

[State 100]
type = VelAdd
trigger1 = Time > 0
y = .06

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (3) < 0)
value = 15,0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (3) >= 0) && (AnimElemTime (5) < 0)
value = 30,0

[State 640, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
;attr = A, NA
attr = ,NA
damage = ceil(ifelse((37.5*fvar(0))<7,7,(37.5*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 5
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-26.15*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 29
ground.hittime  = 29
ground.velocity = -5.3
air.velocity = -5.3,0
down.velocity = -5.3,0
down.hittime = 29
getpower = 50,0
givepower = 25,0

[State 640, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time = 0
;attr = A, NA
projanim = 330000
projid = 32322
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((37.5*fvar(0))<7,7,(37.5*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 5
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-26.15*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 29
ground.hittime  = 29
ground.velocity = -5.3
air.velocity = -5.3,0
down.velocity = -5.3,0
down.hittime = 29
getpower = 50,0
givepower = 25,0

[State 0, 1]
type = ChangeAnim
trigger1 = movecontact
trigger2 = projcontact(32322) = 1
value = 635

[state -2, var]
type = varset
trigger1 = time = 0
var(11) = 0
ignorehitpause = 1

[state -2, var]
type = varadd
trigger1 = movecontact = 1
trigger2 = var(11)
trigger3 = projcontact(32322) = 1
var(11) = 1
ignorehitpause = 1

[State -1, ジャンプ強]
type = ChangeState
value = 631
triggerall = !var(59) && roundstate < 4
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = var(11) > 13

[State -1, ジャンプ強]
type = ChangeState
value = 631
triggerall = var(59) && roundstate = 2
triggerall = var(11) > 13
triggerall = statetype = A
trigger1 = movecontact
trigger1 = p2bodydist X = [0, ceil(34.615*const(size.xscale))+var(51)]
trigger2 = projcontact(32322) = 1
trigger2 = p2bodydist X = [0, ceil(34.615*const(size.xscale))+var(51)]

;---------------------------------------------------------------------------
;ジャンプ強2(2回目)
[Statedef 631]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 631
;velset = 0,0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2
channel = 0

[State 100]
type = VelSet
trigger1 = movecontact = 1
trigger2 = projcontact(32322) = 1
y = -2

[State 100]
type = VelSet
trigger1 = vel x = (-0.06, .06)
x = 0

[State 100]
type = VelAdd
trigger1 = Time > 0
x = ifelse(!(vel x),0,ifelse((vel x)>0, -0.06, .06))

[State 100]
type = VelAdd
trigger1 = Time > 0
y = .06

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (3) < 0)
value = 15,0

[State 640, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = , NA
damage = ceil(ifelse((37.5*fvar(0))<7,7,(37.5*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 5
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-26.15*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 29
ground.hittime  = 29
ground.velocity = -5.3
air.velocity = -5.3,0
down.velocity = -5.3,0
down.hittime = 29
getpower = 50,0
givepower = 25,0

[State 640, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time = 0
projanim = 330000
projid = 32322
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((37.5*fvar(0))<7,7,(37.5*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 5
pausetime = 13,13
sparkno = s7001
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-26.15*const(size.yscale))
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 29
ground.hittime  = 29
ground.velocity = -5.3
air.velocity = -5.3,0
down.velocity = -5.3,0
down.hittime = 29
getpower = 50,0
givepower = 25,0

[state -2, var]
type = varset
trigger1 = time = 0
var(11) = 0
ignorehitpause = 1

[state -2, var]
type = varadd
trigger1 = movecontact
trigger2 = var(11)
trigger3 = projcontact(32322) = 1
var(11) = 1
ignorehitpause = 1

[State -1, ジャンプ強]
type = ChangeState
value = 632
triggerall = !var(59) && roundstate < 4
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = var(11) > 13

[State -1, ジャンプ強]
type = ChangeState
value = 632
triggerall = var(59) && roundstate = 2
triggerall = var(11) > 13
triggerall = statetype = A
trigger1 = movecontact
trigger1 = p2bodydist X = [0, ceil(53.846*const(size.xscale))+var(51)]
trigger2 = projcontact(32322) = 1
trigger2 = p2bodydist X = [0, ceil(53.846*const(size.xscale))+var(51)]

;---------------------------------------------------------------------------
;ジャンプ強2(3回目)
[Statedef 632]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 632
;velset = 0,0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2
channel = 0

[State 100]
type = VelSet
trigger1 = movecontact = 1
trigger2 = projcontact(32322) = 1
y = -1

[State 100]
type = VelAdd
trigger1 = Time > 0
y = .06

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (3) < 0)
value = 15,0

[State 640, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = , NA
damage = ceil(ifelse((75*fvar(0))<7,7,(75*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 5
pausetime = 13,13
sparkno = s7002
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-26.15*const(size.yscale))
hitsound   = s5,2
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 29
ground.hittime  = 29
ground.velocity = -2.3,-1.3
air.velocity = -5.3,0
down.velocity = -5.3,0
down.hittime = 29
fall = 1
fall.recover = 0
fall.xvelocity = -1.4
fall.yvelocity = -1.3
getpower = 50,0
givepower = 25,0

[State 640, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time = 0
projanim = 330000
projid = 32322
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((75*fvar(0))<7,7,(75*fvar(0))))
guardflag = HA
hitflag = MAFD
priority = 5
pausetime = 13,13
sparkno = s7002
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-26.15*const(size.yscale))
hitsound   = s5,2
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 29
ground.hittime  = 29
ground.velocity = -2.3,-1.3
air.velocity = -5.3,0
down.velocity = -5.3,0
down.hittime = 29
fall = 1
fall.recover = 0
fall.xvelocity = -1.4
fall.yvelocity = -1.3
getpower = 50,0
givepower = 25,0

;===========================================================================
; 投げ技
;===========================================================================
;---------------------------------------------------------------------------
;掴み
[Statedef 800]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 100]
type = VelSet
trigger1 = Time = 0
x = 5

[State 100]
type = VelSet
trigger1 = animelemtime(2) = 1
x = 0

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall = palno != 12
trigger1 = Time = 0
attr = , NA
hitflag = M-
priority = 3, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 805
p2stateno = 820
guard.dist = 0
fall = 1
numhits = 0

[State 300]
type = ReversalDef
triggerall = enemynear,name != "C-Kill"
triggerall = palno = 12
trigger1 = Time = 0
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p1facing = 1
p2facing = 1
p1stateno = 805
p2stateno = 820
ignorehitpause = 1
persistent = 1

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;掴み待機
[Statedef 805]
type    = S
movetype= A
physics = N
anim = 805
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 1, 0
channel = 0

[State 810, 変数]
type = VarSet
trigger1 = Time = 0
var(10) = 0

[State 810, 変数]
type = VarAdd
triggerall = numtarget
trigger1 = target,command = "x" || target,command = "y"
trigger2 = target,command = "a" || target,command = "b"
;trigger3 = target,command = "z" || target,command = "c"
var(10) = 1

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = var(10) < 4
pos = ceil(29*const(size.xscale)), 0
time = 2

[State 800, ステート変更]
type = ChangeState
trigger1 = !var(59)
trigger1 = anim != 806
trigger1 = command = "マッハジェットカッター"
trigger2 = var(59)
trigger2 = random <= 500*(1+(life<350)+(life-p2life<200))
trigger3 = roundstate > 2
value = 816

[State 800, ステート変更]
type = ChangeState
trigger1 = !var(59)
trigger1 = anim != 806
trigger1 = command = "ジェットカッター"
trigger2 = var(59)
trigger2 = life >= p2life+200
trigger2 = random = [501,700]
trigger3 = roundstate > 2
value = 815

[State 800, ステート変更]
type = ChangeState
trigger1 = !var(59)
trigger1 = anim != 806
trigger1 = command = "ハンマーアッパー"
trigger2 = var(59)
trigger2 = life > 800
trigger2 = random = [900,999]
trigger3 = roundstate > 2
value = 810

[State 800, 変更]
type = ChangeAnim
trigger1 = anim != 806
trigger1 = var(10) >= 4
value = 806

[State 800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ハンマーアッパー
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 20
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = time = 0
value = 830

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1
;channel = 0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = 5, 2
channel = 0

[State 810, 掴んだ相手の位置]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(4) < 0
pos = ceil(23*const(size.xscale)), 0
time = 2

[State 11000, エフェクト]
type = Explod
trigger1 = animelemtime(4) = 1
anim = 7004
ontop = 1
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(14*const(size.xscale)), ceil(-61*const(size.yscale))
sprpriority = 3
id = 7000
persistent = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 810]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = ceil(ifelse(-60*fvar(0)>-7,-7,-60*fvar(0)))

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ジェットカッター
[Statedef 815]
type    = S
movetype= A
physics = N
anim = 815
poweradd = 50
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 2
value = 835

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimTime = 0
value = 836

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
value = 800, 0
channel = 0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(6) = 1
trigger4 = AnimElemTime(8) = 1
trigger5 = AnimElemTime(10) = 1
trigger6 = AnimElemTime(12) = 1
trigger7 = AnimElemTime(14) = 1
trigger8 = AnimElemTime(16) = 1
trigger9 = AnimElemTime(18) = 1
trigger10 = AnimElemTime(20) = 1
trigger11 = AnimElemTime(22) = 1
trigger12 = AnimElemTime(24) = 1
trigger13 = AnimElemTime(26) = 1
trigger14 = AnimElemTime(28) = 1
trigger15 = AnimElemTime(30) = 1
value = 5, 10

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(30) <= 0
pos = ceil(23*const(size.xscale)), 0
time = 2

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(8) = 1
trigger3 = AnimElemTime(14) = 1
trigger4 = AnimElemTime(20) = 1
trigger5 = AnimElemTime(26) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(23*const(size.xscale)),ceil(-48*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(6) = 1
trigger2 = AnimElemTime(12) = 1
trigger3 = AnimElemTime(18) = 1
trigger4 = AnimElemTime(24) = 1
trigger5 = AnimElemTime(30) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(23*const(size.xscale)),ceil(-38*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(4) = 1
trigger2 = AnimElemTime(10) = 1
trigger3 = AnimElemTime(16) = 1
trigger4 = AnimElemTime(22) = 1
trigger5 = AnimElemTime(28) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(19*const(size.xscale)),ceil(-24*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1110]
type = HitAdd
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(6) = 1
trigger4 = AnimElemTime(8) = 1
trigger5 = AnimElemTime(10) = 1
trigger6 = AnimElemTime(12) = 1
trigger7 = AnimElemTime(14) = 1
trigger8 = AnimElemTime(16) = 1
trigger9 = AnimElemTime(18) = 1
trigger10 = AnimElemTime(20) = 1
trigger11 = AnimElemTime(22) = 1
trigger12 = AnimElemTime(24) = 1
trigger13 = AnimElemTime(26) = 1
trigger14 = AnimElemTime(28) = 1
trigger15 = AnimElemTime(30) = 1
value = numtarget

[State 1110]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(6) = 1
trigger4 = AnimElemTime(8) = 1
trigger5 = AnimElemTime(10) = 1
trigger6 = AnimElemTime(12) = 1
trigger7 = AnimElemTime(14) = 1
trigger8 = AnimElemTime(16) = 1
trigger9 = AnimElemTime(18) = 1
trigger10 = AnimElemTime(20) = 1
trigger11 = AnimElemTime(22) = 1
trigger12 = AnimElemTime(24) = 1
trigger13 = AnimElemTime(26) = 1
trigger14 = AnimElemTime(28) = 1
trigger15 = AnimElemTime(30) = 1
var(40) = numtarget

[State 810]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(6) = 1
trigger4 = AnimElemTime(8) = 1
trigger5 = AnimElemTime(10) = 1
trigger6 = AnimElemTime(12) = 1
trigger7 = AnimElemTime(14) = 1
trigger8 = AnimElemTime(16) = 1
trigger9 = AnimElemTime(18) = 1
trigger10 = AnimElemTime(20) = 1
trigger11 = AnimElemTime(22) = 1
trigger12 = AnimElemTime(24) = 1
trigger13 = AnimElemTime(26) = 1
trigger14 = AnimElemTime(28) = 1
trigger15 = AnimElemTime(30) = 1
value = ceil(ifelse(-11.49975*fvar(0)>-7,-7,-11.49975*fvar(0)))

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;マッハジェットカッター
[Statedef 816]
type    = S
movetype= A
physics = N
anim = 816
poweradd = 60
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 2
value = 835

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimTime = 0
value = 836

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 1
channel = 0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(6) = 1
trigger4 = AnimElemTime(8) = 1
trigger5 = AnimElemTime(10) = 1
trigger6 = AnimElemTime(12) = 1
trigger7 = AnimElemTime(14) = 1
trigger8 = AnimElemTime(16) = 1
trigger9 = AnimElemTime(18) = 1
trigger10 = AnimElemTime(20) = 1
trigger11 = AnimElemTime(22) = 1
trigger12 = AnimElemTime(24) = 1
trigger13 = AnimElemTime(26) = 1
trigger14 = AnimElemTime(28) = 1
trigger15 = AnimElemTime(30) = 1
trigger16 = AnimElemTime(32) = 1
trigger17 = AnimElemTime(34) = 1
trigger18 = AnimElemTime(36) = 1
value = 5, 11

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(36) <= 0
pos = ceil(23*const(size.xscale)), 0
time = 2

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(8) = 1
trigger3 = AnimElemTime(14) = 1
trigger4 = AnimElemTime(20) = 1
trigger5 = AnimElemTime(26) = 1
trigger6 = AnimElemTime(32) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(23*const(size.xscale)),ceil(-48*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(6) = 1
trigger2 = AnimElemTime(12) = 1
trigger3 = AnimElemTime(18) = 1
trigger4 = AnimElemTime(24) = 1
trigger5 = AnimElemTime(30) = 1
trigger6 = AnimElemTime(36) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(23*const(size.xscale)),ceil(-38*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(4) = 1
trigger2 = AnimElemTime(10) = 1
trigger3 = AnimElemTime(16) = 1
trigger4 = AnimElemTime(22) = 1
trigger5 = AnimElemTime(28) = 1
trigger6 = AnimElemTime(34) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(19*const(size.xscale)),ceil(-24*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1110]
type = HitAdd
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(6) = 1
trigger4 = AnimElemTime(8) = 1
trigger5 = AnimElemTime(10) = 1
trigger6 = AnimElemTime(12) = 1
trigger7 = AnimElemTime(14) = 1
trigger8 = AnimElemTime(16) = 1
trigger9 = AnimElemTime(18) = 1
trigger10 = AnimElemTime(20) = 1
trigger11 = AnimElemTime(22) = 1
trigger12 = AnimElemTime(24) = 1
trigger13 = AnimElemTime(26) = 1
trigger14 = AnimElemTime(28) = 1
trigger15 = AnimElemTime(30) = 1
trigger16 = AnimElemTime(32) = 1
trigger17 = AnimElemTime(34) = 1
trigger18 = AnimElemTime(36) = 1
value = numtarget

[State 1110]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(6) = 1
trigger4 = AnimElemTime(8) = 1
trigger5 = AnimElemTime(10) = 1
trigger6 = AnimElemTime(12) = 1
trigger7 = AnimElemTime(14) = 1
trigger8 = AnimElemTime(16) = 1
trigger9 = AnimElemTime(18) = 1
trigger10 = AnimElemTime(20) = 1
trigger11 = AnimElemTime(22) = 1
trigger12 = AnimElemTime(24) = 1
trigger13 = AnimElemTime(26) = 1
trigger14 = AnimElemTime(28) = 1
trigger15 = AnimElemTime(30) = 1
trigger16 = AnimElemTime(32) = 1
trigger17 = AnimElemTime(34) = 1
trigger18 = AnimElemTime(36) = 1
var(40) = numtarget

[State 810]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(4) = 1
trigger3 = AnimElemTime(6) = 1
trigger4 = AnimElemTime(8) = 1
trigger5 = AnimElemTime(10) = 1
trigger6 = AnimElemTime(12) = 1
trigger7 = AnimElemTime(14) = 1
trigger8 = AnimElemTime(16) = 1
trigger9 = AnimElemTime(18) = 1
trigger10 = AnimElemTime(20) = 1
trigger11 = AnimElemTime(22) = 1
trigger12 = AnimElemTime(24) = 1
trigger13 = AnimElemTime(26) = 1
trigger14 = AnimElemTime(28) = 1
trigger15 = AnimElemTime(30) = 1
trigger16 = AnimElemTime(32) = 1
trigger17 = AnimElemTime(34) = 1
trigger18 = AnimElemTime(36) = 1
value = ceil(ifelse(-16.6665*fvar(0)>-7,-7,-16.6665*fvar(0)))

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;掴み待機(相手)
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820, 相手ステートに戻す]
type = ChangeState
trigger1 = !GetHitVar(IsBound)
value = 825

;---------------------------------------------------------------------------
;掴み待機(相手)
[Statedef 825]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 105

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 821, 速度]
type = VelSet
trigger1 = time = 0
x = -6
y = -3

[State 821, 速度]
type = VelAdd
trigger1 = 1
x = .06
y = GetHitVar(yaccel)

[State 10000]
type = ChangeAnim
trigger1 = AnimTime = 0
value = anim
elem = animelemno(0)

[State 820, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
;相手側1
[Statedef 830]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 830

[State 10000]
type = ChangeAnim
trigger1 = Anim = 830
trigger1 = AnimTime = 0
value = 5030

[State 10000]
type = ChangeAnim
trigger1 = Anim = 5030
trigger1 = Vel Y > 0
value = 5050

[State 821, 速度]
type = VelSet
trigger1 = Anim = 5030
trigger1 = AnimElemTime(1) = 0
x = -1
y = -7

[State 821, 速度]
type = VelAdd
trigger1 = Anim = 5030
trigger2 = Anim = 5050
y = GetHitVar(yaccel)

[State 1000, 5]
type = SelfState
trigger1 = Anim = 5050
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手側2
[Statedef 835]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 10000]
type = ChangeAnim2
trigger1 = time = 0
value = 835

;---------------------------------------------------------------------------
;相手側3
[Statedef 836]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 10000]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = !GetHitVar(IsBound)
value = 5030

[State 821, 速度]
type = VelSet
trigger1 = Anim = 5030
trigger1 = Time = 4
x = -4.5

[State 821, 速度]
type = VelAdd
trigger1 = Anim = 5030
trigger1 = Time > 4 && Time < 24
x = .14

[State 821, 速度]
type = VelSet
trigger1 = Anim = 5030
trigger1 = Time >= 24
x = 0

[State 821, 速度]
type = VelAdd
trigger1 = Anim = 5030
trigger1 = Time >= 24
y = GetHitVar(yaccel)

[State 1000, 5]
type = SelfState
trigger1 = Anim = 5030
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;===========================================================================
; 必殺技
;===========================================================================
;---------------------------------------------------------------------------
;熱線（弱）
[Statedef 1000]
type    = S
movetype= I
physics = S
anim = 1000
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 11, 1
channel = 0

[state -2]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

;---------------------------------------------------------------------------
;熱線（強）
[Statedef 1010]
type    = S
movetype= I
physics = S
anim = 1000
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 11, 1
channel = 0

[state -2]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

;---------------------------------------------------------------------------
;熱線中
[Statedef 1001]
type    = S
movetype= A
physics = S
anim = 1000
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 1000, 0
channel = 0

[State 0, vel]
type = velset
triggerall = numhelper(7500)
trigger1 = helper(7500),numtarget(411)
trigger1 = helper(7500),vel x = -1
x = -2.8

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = Time >= 0
trigger1 = !numhelper(7500)
helpertype = normal
name = "honoo"
stateno = 7500
id = 7500
pos = 0,0
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = Time >= 0
trigger1 = !numhelper(7500)
helpertype = player
name = "honoo"
stateno = 7500
id = 7500
pos = 0,0
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 10000]
type = ChangeAnim
trigger1 = Time > 0
value = 1002+ifelse(var(12) < 0, -1, ifelse(var(12) > 0, 1, 0))

[state -2]
type = VarSet
trigger1 = var(12) > 2
var(12) = 2

[state -2]
type = VarSet
trigger1 = var(12) < -2
var(12) = -2

[State 8000, VarAdd]
type = VarAdd
triggerall = !var(59)
trigger1 = Time > 0
trigger1 = var(12) > -2
trigger1 = time%2 = 0
trigger1 = command = "holdup"
var(12) = -1

[State 8000, VarAdd]
type = VarAdd
triggerall = !var(59)
trigger1 = Time > 0
trigger1 = var(12) < 2
trigger1 = time%2 = 0
trigger1 = command = "holddown"
var(12) = 1

[State 8000, VarAdd]
type = VarAdd
triggerall = var(59) && roundstate = 2
triggerall = var(12) > -2 && Time > 0
triggerall = time%2 = 0
trigger1 = var(12) > 0 && p2statetype = S
trigger2 = enemynear,Pos Y < -50 && p2statetype = A
var(12) = -1

[State 8000, VarAdd]
type = VarAdd
triggerall = var(59) && roundstate = 2
triggerall = var(12) < 2 && Time > 0
triggerall = time%2 = 0
trigger1 = var(12) < 0 && p2statetype = S
trigger2 = p2statetype = C
trigger3 = p2statetype = L
var(12) = 1

[state -2]
type = VarSet
trigger1 = 1
var(20) = time

[State 1000, ステート変更]
type = ChangeState
triggerall = !var(59) && roundstate < 4
trigger1 = prevstateno = 1000 && time >= 50
trigger2 = prevstateno = 1010 && time >= 120
trigger3 = prevstateno = 1000 && command != "hold_x" && time > 0
trigger4 = prevstateno = 1010 && command != "hold_b" && time > 0
value = 1005

[State 1000, ステート変更]
type = ChangeState
triggerall = var(59)
trigger1 = prevstateno = 1000 && time >= 50
trigger2 = prevstateno = 1010 && time >= 120
trigger3 = p2bodydist X < ceil(7.69*const(size.xscale))+var(51) || p2bodydist X > ceil(76.92*const(size.xscale))+var(51)
;trigger3 = enemynear,Vel X < 0
trigger4 = roundstate != 2
value = 1005

;---------------------------------------------------------------------------
;熱線終了
[Statedef 1005]
type    = S
movetype= I
physics = S
anim = 1002
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 0]
type = StopSnd
trigger1 = time = 0
channel = 0

[State 1010, ステート変更]
type = ChangeState
trigger1 = Time >= 11+ceil(var(20)*.125)
value = 0
ctrl = 1

;-------------------------------------------------------
;熱線(炎)
[Statedef 7500]
type = S
movetype = A
physics = N
sprpriority = 5
anim = 7520
velset = 0,0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 0, var]
type = parentvaradd
trigger1 = movehit = 1
var(40) = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 10000]
type = BindToParent
trigger1 = 1
pos = 0,0
time = 1
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[state -2]
type = VarSet
trigger1 = Time = 0
trigger2 = var(13) < 1
var(13) = 1

[state -2]
type = VarAdd
trigger1 = movecontact = 1
trigger2 = projcontact(32322) = 1
trigger3 = numhelper(7501)
trigger3 = time > 0 && helper(7501),time = 0
var(13) = ifelse(var(13) > 7, -7, ifelse(var(13) > 1,-(var(13)-1),0))
ignorehitpause = 1

[State 8000, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = var(13) <= 20
var(13) = 1

[state -2]
type = VarSet
trigger1 = var(13) > 20
var(13) = 17

[State 800, 変更]
type = ChangeAnim
trigger1 = 1
value = 7520+(root,var(12)*10)
elem = var(13)
ignorehitpause = 1

[State 0, vel]
type = velset
triggerall = movecontact = 1||projcontact(32322) = 1
trigger1 = numtarget(411)
trigger1 = target(411),backedgebodydist <= 0 || target(411),frontedgebodydist <= 0
x = -1

[State 0, vel]
type = velset
trigger1 = movecontact > 1
x = 0

[State 640, ヒット定義]
type = HitDef
triggerall = root,palno != 12
trigger1 = Time = 0
trigger2 = movecontact >= 6
;attr = A, SP
attr = ,NA
damage = ceil(ifelse((22.5*root,fvar(0))<7,7,(22.5*root,fvar(0)))),ceil(ifelse((5.5425*root,fvar(0))<7,7,(5.5425*root,fvar(0))))
guardflag = M
hitflag = MAFD
priority = 5
pausetime = 0,4
sparkno = -1;s7001
guard.sparkno = -1;s7001
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-26.15*const(size.yscale))
hitsound   = s5,5
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4.3,-2.3
air.velocity = -4.3,-2.3
id = 411
getpower = 60,0
givepower = 30,0

[State 640, ヒット定義]
type = Projectile
triggerall = root,palno = 12
trigger1 = Time = 0
trigger2 = projcontact(32322) = 1
;attr = A, SP
projanim = 330000
projid = 32322
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((22.5*root,fvar(0))<7,7,(22.5*root,fvar(0)))),ceil(ifelse((5.5425*root,fvar(0))<7,7,(5.5425*root,fvar(0))))
guardflag = M
hitflag = MAFD
priority = 5
pausetime = 0,4
sparkno = -1;s7001
guard.sparkno = -1;s7001
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-26.15*const(size.yscale))
hitsound   = s5,5
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4.3,-2.3
air.velocity = -4.3,-2.3
id = 411
getpower = 60,0
givepower = 30,0

[State 11000, エフェクト]
type = Explod
trigger1 = movecontact = 1||projcontact(32322) = 1
trigger2 = numhelper(7501)
trigger2 = time > 0 && helper(7501),time = 0
anim = 7006
ontop = 1
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil((25+var(13)*2.4)*const(size.xscale)), ceil(-57*const(size.yscale)+(root,var(12)*10))
sprpriority = 3
id = 7001
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = root,palno != 12
trigger1 = !numhelper(7501)
helpertype = normal
name = "honoo"
stateno = 7501
id = 7501
pos = 0,0
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = root,palno = 12
trigger1 = !numhelper(7501)
helpertype = player
name = "honoo"
stateno = 7501
id = 7501
pos = 0,0
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State -2,消失]
type = DestroySelf
trigger1 = root,stateno != 1001
ignorehitpause = 1

;-------------------------------------------------------
;熱線(判定)
[Statedef 7501]
type = S
physics = N
velset = 0,0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 1
ignorehitpause = 1

[State 10000]
type = BindToParent
trigger1 = 1
pos = 0,0
time = 1
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4050, アニメ変更]
type = ChangeAnim
trigger1 = 1
value = Parent,Anim
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 4050, 攻撃被弾上書き]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 7501

[State -2,消失]
type = DestroySelf
trigger1 = !numhelper(7500)
ignorehitpause = 1

;---------------------------------------------------------------------------
;バックジャンプカッター（弱）
[Statedef 1100]
type    = A
movetype= A
physics = A
anim = 1100
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 0, 0
channel = 0

[State 700, 速度の指定]
type = VelSet
trigger1 = time = 0
x = 4
y = -6

[State 100]
type = VelAdd
trigger1 = Time > 0 && animelemtime(5) < 0
x = -0.3

[State 100]
type = VelAdd
trigger1 = animelemtime(5) > 0
x = .03

[State 1100]
type = NotHitBy
trigger1 = animelemtime(2) <= 0
value = SCA

[State 200, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = time = 0
;attr = A, NA
attr = ,NA
damage = ceil(ifelse((67.5*fvar(0))<7,7,(67.5*fvar(0)))),ceil(ifelse((15*fvar(0))<7,7,(15*fvar(0))))
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7016
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-57.69*const(size.yscale))
hitsound = s5, 10
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3,-3.8
air.velocity = -3.3,0
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
getpower = 60,0
givepower = 30,0

[State 200, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = time = 0
;attr = A, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((67.5*fvar(0))<7,7,(67.5*fvar(0)))),ceil(ifelse((15*fvar(0))<7,7,(15*fvar(0))))
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7016
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-57.69*const(size.yscale))
hitsound = s5, 10
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3,-3.8
air.velocity = -3.3,0
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
getpower = 60,0
givepower = 30,0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 1000, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;バックジャンプカッター（強）
[Statedef 1110]
type    = A
movetype= A
physics = A
anim = 1110
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 0, 1
channel = 0

[State 700, 速度の指定]
type = VelSet
trigger1 = time = 0
x = 6
y = -8

[State 100]
type = VelAdd
trigger1 = Time > 0 && animelemtime(5) < 0
x = -0.4

[State 100]
type = VelAdd
trigger1 = animelemtime(5) > 0
x = .04

[State 1100]
type = NotHitBy
trigger1 = animelemtime(2) <= 0
value = SCA

[State 200, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = time = 0
;attr = A, NA
attr = ,NA
damage = ceil(ifelse((112.5*fvar(0))<7,7,(112.5*fvar(0)))),ceil(ifelse((22.5*fvar(0))<7,7,(22.5*fvar(0))))
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7016
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-57.69*const(size.yscale))
hitsound = s5, 11
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3,-5
air.velocity = -3.3,0
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
fall = 1
fall.recover = 0
fall.xvelocity = -1.4
fall.yvelocity = -5
getpower = 60,0
givepower = 30,0

[State 200, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = time = 0
;attr = A, NA
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((112.5*fvar(0))<7,7,(112.5*fvar(0)))),ceil(ifelse((22.5*fvar(0))<7,7,(22.5*fvar(0))))
animtype = Light
guardflag = M
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7016
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-57.69*const(size.yscale))
hitsound = s5, 11
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3,-5
air.velocity = -3.3,0
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
fall = 1
fall.recover = 0
fall.xvelocity = -1.4
fall.yvelocity = -5
getpower = 60,0
givepower = 30,0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 1000, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;フライングカッター（弱）
[Statedef 1120]
type    = A
movetype= A
physics = N
anim = 1120
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 0, 0
channel = 0

[State 700, 速度の指定]
type = VelSet
trigger1 = time = 0
x = 6
y = 6

[State 100]
type = VelAdd
trigger1 = Time > 0 && animelemtime(5) < 0
y = -.44

[State 700, 速度の指定]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0
y = 0

[State 100]
type = VelAdd
trigger1 = animelemtime(5) > 0
y = .35

[State 1100]
type = NotHitBy
trigger1 = animelemtime(3) < 0
value = SCA

[State 200, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = time = 0
;attr = A, NA
attr = ,NA
damage = ceil(ifelse((67.5*fvar(0))<7,7,(67.5*fvar(0)))),ceil(ifelse((15*fvar(0))<7,7,(15*fvar(0))))
animtype = Light
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7016
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-57.69*const(size.yscale))
hitsound = s5, 10
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3,-3.8
air.velocity = -3.3,0
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
getpower = 60,0
givepower = 30,0

[State 200, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = time = 0
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((67.5*fvar(0))<7,7,(67.5*fvar(0)))),ceil(ifelse((15*fvar(0))<7,7,(15*fvar(0))))
animtype = Light
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7016
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-57.69*const(size.yscale))
hitsound = s5, 10
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3,-3.8
air.velocity = -3.3,0
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
getpower = 60,0
givepower = 30,0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 1000, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;フライングカッター（強）
[Statedef 1130]
type    = A
movetype= A
physics = N
anim = 1130
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 0, 1
channel = 0

[State 700, 速度の指定]
type = VelSet
trigger1 = time = 0
x = 8
y = 6

[State 100]
type = VelAdd
trigger1 = Time > 0 && animelemtime(5) < 0
y = -.44

[State 700, 速度の指定]
type = VelSet
trigger1 = animelemtime(5) = 0
x = 0
y = 0

[State 100]
type = VelAdd
trigger1 = animelemtime(5) > 0
y = .35

[State 1100]
type = NotHitBy
trigger1 = animelemtime(3) < 0
value = SCA

[State 200, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = time = 0
;attr = A, NA
attr = ,NA
damage = ceil(ifelse((112.5*fvar(0))<7,7,(112.5*fvar(0)))),ceil(ifelse((22.5*fvar(0))<7,7,(22.5*fvar(0))))
animtype = Light
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7016
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-57.69*const(size.yscale))
hitsound = s5, 11
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3,-5
air.velocity = -3.3,0
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
fall = 1
fall.recover = 0
fall.xvelocity = -1.4
fall.yvelocity = -5
getpower = 60,0
givepower = 30,0

[State 200, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = time = 0
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((112.5*fvar(0))<7,7,(112.5*fvar(0)))),ceil(ifelse((22.5*fvar(0))<7,7,(22.5*fvar(0))))
animtype = Light
guardflag = HA
hitflag = MAFD
priority = 3
pausetime = 10, 10
sparkno = s7016
guard.sparkno = s7010
sparkxy = ceil(-7.69*const(size.xscale)), ceil(-57.69*const(size.yscale))
hitsound = s5, 11
guardsound = s6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.3,-5
air.velocity = -3.3,0
air.hittime = 17
down.velocity = -3.3,0
down.hittime = 17
fall = 1
fall.recover = 0
fall.xvelocity = -1.4
fall.yvelocity = -5
getpower = 60,0
givepower = 30,0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 1000, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;レーザー光線（弱）
[Statedef 1200]
type    = S
movetype= I
physics = S
anim = 1200
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 11, 1
channel = 0

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = animelemtime(9) = 1
trigger3 = AnimElem = 15
value = 1200, 0
channel = 0

[state -2, var]
type = varset
trigger1 = time >= 0 && animelemtime(5) < 0
var(11) = ifelse(animelemtime(3) < 0,ifelse(animelemtime(2) < 0,14,9),4)
ignorehitpause = 1

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = AnimElem = 5
trigger2 = animelemtime(9) = 1
trigger3 = AnimElem = 15
helpertype = normal
name = "kousen"
stateno = 7700
id = 7700
pos = ceil(40*const(size.xscale)),ceil(-44*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 5
trigger2 = animelemtime(9) = 1
trigger3 = AnimElem = 15
helpertype = player
name = "kousen"
stateno = 7700
id = 7700
pos = ceil(40*const(size.xscale)),ceil(-44*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 800, 変更]
type = ChangeAnim
triggerall = !var(59)
triggerall = animelemtime(1) >= 15 && animelemtime(5) < 0
trigger1 = command != "hold_x"
value = anim
elem = var(11)
ignorehitpause = 1

[State 800, 変更]
type = ChangeAnim
triggerall = var(59)
triggerall = animelemtime(1) >= 15 && animelemtime(5) < 0
trigger1 = p2bodydist X = [ceil(11.53*const(size.xscale))+var(51), ceil(115.38*const(size.xscale))+var(51)]
trigger2 = p2movetype = A || enemynear,numproj
value = anim
elem = var(11)
ignorehitpause = 1

[State 105, 1]
type = statetypeset
trigger1 = animelemtime(5) >= 0
movetype = A

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;レーザー光線（強）
[Statedef 1210]
type    = S
movetype= I
physics = S
anim = 1210
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 11, 1
channel = 0

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(5) = 1
trigger2 = animelemtime(8) = 1
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
value = 1200, 0
channel = 0

[state -2, var]
type = varset
trigger1 = time >= 0 && animelemtime(5) < 0
var(11) = ifelse(animelemtime(4) < 0,ifelse(animelemtime(3) < 0,ifelse(animelemtime(2) < 0,15,11),8),5)
ignorehitpause = 1

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = animelemtime(5) = 1
trigger2 = animelemtime(8) = 1
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
helpertype = normal
name = "kousen"
stateno = 7700
id = 7700
pos = ceil(40*const(size.xscale)),ceil(-44*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = animelemtime(5) = 1
trigger2 = animelemtime(8) = 1
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
helpertype = player
name = "kousen"
stateno = 7700
id = 7700
pos = ceil(40*const(size.xscale)),ceil(-44*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 800, 変更]
type = ChangeAnim
triggerall = !var(59)
triggerall = animelemtime(1) >= 15 && animelemtime(5) < 0
trigger1 = command != "hold_b"
value = anim
elem = var(11)
ignorehitpause = 1

[State 800, 変更]
type = ChangeAnim
triggerall = var(59) && roundstate = 2
triggerall = animelemtime(1) >= 15 && animelemtime(5) < 0
trigger1 = p2bodydist X = [ceil(11.53*const(size.xscale))+var(51), ceil(123.07*const(size.xscale))+var(51)]
trigger2 = p2movetype = A || enemynear,numproj
trigger3 = prevstateno = 410 
value = anim
elem = var(11)
ignorehitpause = 1

[State 105, 1]
type = statetypeset
trigger1 = animelemtime(5) >= 0
movetype = A

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------
;レーザー
[Statedef 7700]
type = A
movetype = A
physics = N
sprpriority = 5
anim = 7700
velset = 0,0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 0, var]
type = parentvaradd
trigger1 = movehit = 1
var(40) = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, vel]
type = velset
triggerall = time = 0
trigger1 = root,stateno = 1200
trigger2 = root,stateno = 1220
x = 3.4

[State 0, vel]
type = velset
triggerall = time = 0
trigger1 = root,stateno = 1210
trigger2 = root,stateno = 1230
x = 5.4

[State 640, ヒット定義]
type = HitDef
triggerall = root,palno != 12
trigger1 = Time = 0
trigger2 = (root,stateno = 1200 || root,stateno = 1220)
trigger2 = movehit >= 10
;attr = A, SP
attr = ,NA
damage = ceil(ifelse((11.5875*root,fvar(0))<7,7,(11.5875*root,fvar(0)))),ceil(ifelse((1.875*root,fvar(0))<7,7,(1.875*root,fvar(0))))
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = s5,5
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2.4,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
getpower = 60,0
givepower = 30,0

[State 640, ヒット定義]
type = HitDef
triggerall = root,palno != 12
trigger1 = Time = 0
trigger2 = (root,stateno = 1210 || root,stateno = 1230)
trigger2 = movehit >= 10
;attr = A, SP
attr = ,NA
damage = ceil(ifelse((11.5875*root,fvar(0))<7,7,(11.5875*root,fvar(0)))),ceil(ifelse((1.875*root,fvar(0))<7,7,(1.875*root,fvar(0))))
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = s5,5
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3.8,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
getpower = 60,0
givepower = 30,0

[State 640, ヒット定義]
type = Projectile
triggerall = root,palno = 12
trigger1 = Time = 0
trigger2 = (root,stateno = 1200 || root,stateno = 1220)
trigger2 = projhit >= 10
;attr = A, SP
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((11.5875*root,fvar(0))<7,7,(11.5875*root,fvar(0)))),ceil(ifelse((1.875*root,fvar(0))<7,7,(1.875*root,fvar(0))))
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = s5,5
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2.4,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
getpower = 60,0
givepower = 30,0

[State 640, ヒット定義]
type = Projectile
triggerall = root,palno = 12
trigger1 = Time = 0
trigger2 = (root,stateno = 1210 || root,stateno = 1230)
trigger2 = projhit >= 10
;attr = A, SP
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((11.5875*root,fvar(0))<7,7,(11.5875*root,fvar(0)))),ceil(ifelse((1.875*root,fvar(0))<7,7,(1.875*root,fvar(0))))
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = s5,5
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3.8,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
getpower = 60,0
givepower = 30,0

[state -2]
type = Helper
triggerall = root, palno != 12
triggerall = root,var(11) < 7
trigger1 = time = 3+(random%8)
trigger2 = time = 11
helpertype = normal
name = "kousen"
stateno = 7710
id = 7710
pos = ceil(15*const(size.xscale)),ceil(-10*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = root,palno = 12
triggerall = root,var(11) < 7
trigger1 = time = 3+(random%8)
trigger2 = time = 11
helpertype = player
name = "kousen"
stateno = 7710
id = 7711
pos = ceil(15*const(size.xscale)),ceil(8*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1200, ステート変更]
type = ChangeState
trigger1 = moveguarded = 1
value = 7701
ignorehitpause = 1

[State 4050, 攻撃被弾上書き]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 7701

[State -2,消失]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40
ignorehitpause = 1

;-------------------------------------------------------
;レーザー2
[Statedef 7701]
type = A
movetype = I
physics = N
anim = 99999
velset = 0,0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11000, エフェクト]
type = Explod
trigger1 = time = 0
anim = 7007
ontop = 1
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(14*const(size.xscale)), 0
sprpriority = 3
id = 7002
ignorehitpause = 1
persistent = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State -2,消失]
type = DestroySelf
trigger1 = time = 0
ignorehitpause = 1

;-------------------------------------------------------
;レーザー拡散
[Statedef 7710]
type = A
movetype = A
physics = N
sprpriority = 5
anim = ifelse(ishelper(7710),7710,7711)
velset = 0,0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 0, var]
type = parentvaradd
trigger1 = movehit = 1
var(40) = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, vel]
type = velset
trigger1 = time = 0
x = 4.5
y = ifelse(ishelper(7710),-1.8,1.8)

[State 0, vel]
type = velset
trigger1 = anim = 7008
x = 0
y = 0

[State 640, ヒット定義]
type = HitDef
triggerall = root,palno != 12
trigger1 = Time = 0
;attr = A, SP
attr = ,NA
damage = ceil(ifelse((11.5875*root,fvar(0))<7,7,(11.5875*root,fvar(0)))),ceil(ifelse((1.875*root,fvar(0))<7,7,(1.875*root,fvar(0))))
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = s5,5
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2.4,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
getpower = 60,0
givepower = 30,0

[State 640, ヒット定義]
type = Projectile
triggerall = root,palno = 12
trigger1 = Time = 0
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((11.5875*root,fvar(0))<7,7,(11.5875*root,fvar(0)))),ceil(ifelse((1.875*root,fvar(0))<7,7,(1.875*root,fvar(0))))
guardflag = MA
hitflag = MAFD
priority = 5
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = s5,5
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2.4,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
getpower = 60,0
givepower = 30,0

[State 820, 相手のアニメ変更]
type = ChangeAnim
triggerall = anim != 7008
trigger1 = Time = 1+(random%20)
trigger2 = Time > 20
value = 7008

[State 4050, 攻撃被弾上書き]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 7701

[State -2,消失]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40
trigger2 = anim = 7008 && AnimTime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;ジャンプレーザー光線（弱）
[Statedef 1220]
type    = A
movetype= I
physics = N
anim = 1220
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 11, 1
channel = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = animelemtime(10) = 1
trigger3 = AnimElem = 16
value = 1200, 0
channel = 0

[state -2, var]
type = varset
trigger1 = time >= 0 && animelemtime(5) < 0
var(11) = ifelse(animelemtime(4) < 0,ifelse(animelemtime(3) < 0,15,10),5)

[State 10000]
type = posfreeze
triggerall = animelemtime(18) < 0
trigger1 = vel y = 0
trigger2 = animelemtime(5) >= 0

[State 100]
type = VelAdd
trigger1 = animelemtime(18) < 0
x = ifelse((vel x)=0, 0, ifelse((vel x)>0, -0.16, .16))
y = ifelse((vel y)=0, 0, ifelse((vel y)>0, -0.24, .24))

[State 100]
type = VelSet
trigger1 = vel x = 0
x = 0

[State 100]
type = VelSet
trigger1 = animelemtime(18) < 0
trigger1 = Pos Y >= 0
trigger2 = vel y = 0
y = 0

[State 701, 軸位置]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 100]
type = VelSet
trigger1 = AnimElem = 18
x = 0
y = 0

[State 5035, 2]
type = VelAdd
trigger1 = animelemtime(18) > 0
y = GetHitVar(yaccel)

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = AnimElem = 6
trigger2 = animelemtime(10) = 1
trigger3 = AnimElem = 16
helpertype = normal
name = "kousen"
stateno = 7700
id = 7700
pos = ceil(42*const(size.xscale)),ceil(-59*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 6
trigger2 = animelemtime(10) = 1
trigger3 = AnimElem = 16
helpertype = player
name = "kousen"
stateno = 7700
id = 7700
pos = ceil(42*const(size.xscale)),ceil(-59*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 800, 変更]
type = ChangeAnim
triggerall = !var(59)
triggerall = animelemtime(2) >= 11 && animelemtime(6) < 0
trigger1 = command != "hold_x"
value = anim
elem = var(11)
ignorehitpause = 1

[State 800, 変更]
type = ChangeAnim
triggerall = var(59)
triggerall = animelemtime(2) >= 11 && animelemtime(6) < 0
trigger1 = p2bodydist X = [ceil(11.53*const(size.xscale))+var(51), ceil(115.38*const(size.xscale))+var(51)]
trigger2 = p2movetype = A || enemynear,numproj
value = anim
elem = var(11)
ignorehitpause = 1

[State 105, 1]
type = statetypeset
trigger1 = animelemtime(6) >= 0
movetype = A

[State 10000]
type = ChangeState
trigger1 = animelemtime(18) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;ジャンプレーザー光線（強）
[Statedef 1230]
type    = A
movetype= I
physics = N
anim = 1230
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 11, 1
channel = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = animelemtime(14) = 1
trigger4 = animelemtime(17) = 1
value = 1200, 0
channel = 0

[state -2, var]
type = varset
trigger1 = time > 0 && animelemtime(6) < 0
var(11) = ifelse(animelemtime(5) < 0,ifelse(animelemtime(4) < 0,ifelse(animelemtime(3) < 0,17,14),10),6)

[State 10000]
type = posfreeze
triggerall = animelemtime(18) < 0
trigger1 = vel y = 0
trigger2 = animelemtime(6) >= 0

[State 100]
type = VelAdd
trigger1 = animelemtime(18) < 0
x = ifelse((vel x)=0, 0, ifelse((vel x)>0, -0.16, .16))
y = ifelse((vel y)=0, 0, ifelse((vel y)>0, -0.24, .24))

[State 100]
type = VelSet
trigger1 = vel x = 0
x = 0

[State 100]
type = VelSet
trigger1 = animelemtime(18) < 0
trigger1 = Pos Y >= 0
trigger2 = vel y = 0
y = 0

[State 701, 軸位置]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 100]
type = VelSet
trigger1 = AnimElem = 7
x = 0
y = 0

[State 5035, 2]
type = VelAdd
trigger1 = animelemtime(18) > 0
y = GetHitVar(yaccel)

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = animelemtime(14) = 1
trigger4 = animelemtime(17) = 1
helpertype = normal
name = "kousen"
stateno = 7700
id = 7700
pos = ceil(42*const(size.xscale)),ceil(-59*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = animelemtime(14) = 1
trigger4 = animelemtime(17) = 1
helpertype = player
name = "kousen"
stateno = 7700
id = 7700
pos = ceil(42*const(size.xscale)),ceil(-59*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 800, 変更]
type = ChangeAnim
triggerall = !var(59)
triggerall = animelemtime(2) >= 10 && animelemtime(5) < 0
trigger1 = command != "hold_b"
value = anim
elem = var(11)
ignorehitpause = 1

[State 800, 変更]
type = ChangeAnim
triggerall = var(59)
triggerall = animelemtime(2) >= 10 && animelemtime(5) < 0
trigger1 = p2bodydist X = [ceil(11.53*const(size.xscale))+var(51), ceil(123.07*const(size.xscale))+var(51)]
trigger2 = p2movetype = A || enemynear,numproj
value = anim
elem = var(11)
ignorehitpause = 1

[State 105, 1]
type = statetypeset
trigger1 = animelemtime(7) >= 0
movetype = A

[State 10000]
type = ChangeState
trigger1 = animelemtime(18) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;ガイガン忍法『生き返りの術』1
[Statedef 1300]
type    = S
movetype= I
physics = S
anim = 0
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = !var(2)
value = SCA; AT;AP

[state -2, var]
type = varset
trigger1 = time = 0
var(46) = 0
ignorehitpause = 1

[State 1300, ステート変更]
type = ChangeState
trigger1 = NumHelper(4050)
trigger1 = Helper(4050),GetHitvar(damage)
trigger2 = var(46)
value = 1301
ignorehitpause = 1

[State 701, 食らい上書き]
type = null;HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA,AP
;forceair = 1
stateno = 1301
IgnoreHitPause = 1

[State 200, ステート変更]
type = ChangeState
trigger1 = Time >= 130
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガイガン忍法『生き返りの術』2
[Statedef 1301]
type    = A
;movetype= H
physics = N
ctrl = 0
anim = 4000
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2, var]
type = varset
trigger1 = time = 0
var(46) = 1
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5100, 10]
type = PlaySnd
trigger1 = alive
trigger1 = Time = 2
value = 11, 0
channel = 0

[State -2]
type = Pause
trigger1 = time = 1
time = 152
movetime = 0
ignorehitpause = 1

[State -2]
type = Pause
trigger1 = time >= 2
trigger1 = time%3 = 0
time = 2
movetime = 0
ignorehitpause = 1

[State 5030, 1]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -3
y = -6

[State 5100, 6]
type = VelMul
trigger1 = animelem = 3
x = 0.75

[State 5030, 5]
type = ChangeState
trigger1 = Pos Y > 0
value = 4001

;===========================================================================
; 超必殺技
;===========================================================================
;ハイパージェノサイド
[Statedef 3000]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2, var]
type = varset
trigger1 = var(31)
trigger1 = animelemtime(1) = 0
var(30) = 0
ignorehitpause = 1

[state -2, var]
type = varset
trigger1 = time = 0
var(45) = 0
ignorehitpause = 1

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = animelemtime(1) = 0
anim = -1
pos = 0, 0
sound = s20, 0
poweradd = -1000
time = 32
movetime = 32
darken = 0
p2defmul = 1

[state 3003]
type = helper
triggerall = palno != 12
trigger1 = animelemtime(1) = 0
name = "super"
helpertype = normal
stateno = 6000
id = 6000
pos = ceil(10*const(size.xscale)),ceil(-30*const(size.yscale))
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 3003]
type = helper
triggerall = palno = 12
trigger1 = animelemtime(1) = 0
name = "super"
helpertype = player
stateno = 6000
id = 6000
pos = ceil(10*const(size.xscale)),ceil(-30*const(size.yscale))
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 11, 1
channel = 0

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
channel = 0

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = !var(2)
trigger1 = var(45) < 5
trigger1 = animelemtime(2) >= 0
value = SCA

[State 3000, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 5

[State -2]
type = Palfx
trigger1 = fvar(3) > 1
trigger1 = animelemtime(2) < 0
time = 2
add = 72,0,0
ignorehitpause = 1

[State -2]
type = Palfx
trigger1 = fvar(3) > 1
trigger1 = animelemtime(2) >= 0 && animelemtime(2) < 36
time = 1
add = 72-(2*animelemtime(2)),0,0
ignorehitpause = 1

[State 800, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time >= 0
trigger1 = enemynear,statetype != L
attr = , NA
hitflag = MAFD
priority = 5, Dodge
sparkno = -1
p1sprpriority = 2
p1facing = 1
p2facing = 1
p2stateno = 3010
guard.dist = 0
fall = 1
numhits = 0

[State 800, ヒット定義]
type = Projectile
triggerall = palno = 12
trigger1 = Time >= 0
trigger1 = enemynear,statetype != L
projanim = 330000
projid = 32322
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
hitflag = MAFD
priority = 5, Dodge
sparkno = -1
p1sprpriority = 2
p1facing = 1
p2facing = 1
p2stateno = 3010
guard.dist = 0
fall = 1
numhits = 0

[State 300]
type = ReversalDef
triggerall = palno = 12
triggerall = enemynear,name != "C-Kill"
;triggerall = (enemynear,name = "OmegaTH"||enemynear,name = "Rare Akuma")
trigger1 = Time >= 0
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 3010
p1stateno = 3001
ignorehitpause = 1
persistent = 1

[State 105, 1]
type = statetypeset
trigger1 = animelemtime(2) >= 0
movetype = A

[State 3000, ステート変更]
type = ChangeState
trigger1 = numtarget
trigger1 = target,statetype != L
trigger1 = time > 1 && movehit
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = time > 1 && projcontact(32322) = 1
value = 3001
ignorehitpause = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 101

;---------------------------------------------------------------------------
;ハイパージェノサイド(成功)1
[Statedef 3001]
type    = S
movetype= A
physics = N
anim = 3001
velset = 0,0
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 810, 掴んだ相手の位置８]
type = TargetBind
trigger1 = AnimElemTime(32) < 0
pos = ceil(23*const(size.xscale)), 0
time = 2

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
value = 5, 2
;channel = 0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 16
value = 800, 1
;channel = 0

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElem = 13
anim = 7004
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(40*const(size.xscale)),ceil(-60*const(size.yscale))
sprpriority = 3
id = 7000
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
anim = 7004
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(20*const(size.xscale)),ceil(-20*const(size.yscale))
sprpriority = 3
id = 7000
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 7004
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(40*const(size.xscale)),ceil(-20*const(size.yscale))
sprpriority = 3
id = 7000
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElem = 10
anim = 7004
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(40*const(size.xscale)),ceil(-60*const(size.yscale))
sprpriority = 3
id = 7000
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(16) = 1
anim = 7004
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(23*const(size.xscale)),ceil(-40*const(size.yscale))
sprpriority = 3
id = 7000
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(18) = 1
trigger2 = AnimElemTime(24) = 1
trigger3 = AnimElemTime(30) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(23*const(size.xscale)),ceil(-48*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(22) = 1
trigger2 = AnimElemTime(28) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(23*const(size.xscale)),ceil(-38*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(20) = 1
trigger2 = AnimElemTime(26) = 1
trigger3 = AnimElemTime(32) = 1
;anim = 7300
anim = 7016
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(19*const(size.xscale)),ceil(-24*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1110]
type = HitAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElemTime(16) = 1
trigger7 = AnimElemTime(18) = 1
trigger8 = AnimElemTime(20) = 1
trigger9 = AnimElemTime(22) = 1
trigger10 = AnimElemTime(24) = 1
trigger11 = AnimElemTime(26) = 1
trigger12 = AnimElemTime(28) = 1
trigger13 = AnimElemTime(30) = 1
trigger14 = AnimElemTime(32) = 1
value = numtarget

[State 1110]
type = VarAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 10
trigger5 = AnimElem = 13
trigger6 = AnimElemTime(16) = 1
trigger7 = AnimElemTime(18) = 1
trigger8 = AnimElemTime(20) = 1
trigger9 = AnimElemTime(22) = 1
trigger10 = AnimElemTime(24) = 1
trigger11 = AnimElemTime(26) = 1
trigger12 = AnimElemTime(28) = 1
trigger13 = AnimElemTime(30) = 1
trigger14 = AnimElemTime(32) = 1
var(40) = numtarget

[State 810]
type = TargetLifeAdd
trigger1 = AnimElemTime(18) = 1
trigger2 = AnimElemTime(20) = 1
trigger3 = AnimElemTime(22) = 1
trigger4 = AnimElemTime(24) = 1
trigger5 = AnimElemTime(26) = 1
trigger6 = AnimElemTime(28) = 1
trigger7 = AnimElemTime(30) = 1
trigger8 = AnimElemTime(32) = 1
value = ceil(ifelse(-11.25*fvar(0)>-7,-7,-11.25*fvar(0)))
kill = 0

[State 810]
type = TargetLifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 10
trigger4 = AnimElemTime(16) = 1
value = ceil(ifelse(-30*fvar(0)>-7,-7,-30*fvar(0)))
kill = 0

[State 810]
type = TargetLifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 13
value = ceil(ifelse(-37.5*fvar(0)>-7,-7,-37.5*fvar(0)))
kill = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002

;---------------------------------------------------------------------------
;ハイパージェノサイド(成功)2
[Statedef 3002]
type    = A
movetype= A
physics = N
anim = 3002
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 810]
type = TargetState
trigger1 = time = 0
value = 3011

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 4
value = 0, 1
channel = 0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1) = 7
value = 5, 20

[State 100]
type = VelAdd
trigger1 = Time < 7
trigger2 = Time >= 20
y = GetHitVar(yaccel)

[State 700, 速度の指定]
type = VelSet
trigger1 = time = 0
x = 6
y = -8

[State 10000]
type = posfreeze
trigger1 = Time >= 7 && Time < 20

[State 100]
type = VelAdd
trigger1 = Time < 7
trigger2 = Time >= 20 && animelemtime(5) < 0
x = -0.4

[State 100]
type = VelAdd
trigger1 = animelemtime(5) > 0
x = .04

[State 11000, エフェクト]
type = Explod
trigger1 = AnimElemTime(1) = 7
anim = 7320
ownpal = 1
postype = p1
;scale = const(size.xscale), const(size.yscale)
scale = .833,1.07
pos = ceil(23*const(size.xscale)),ceil(-48*const(size.yscale))
sprpriority = 3
id = 7300
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1110]
type = HitAdd
trigger1 = animelemtime(1) = 7
value = numtarget

[State 1110]
type = VarAdd
trigger1 = animelemtime(1) = 7
var(40) = numtarget

[State 810]
type = TargetLifeAdd
trigger1 = animelemtime(1) = 7
value = ceil(ifelse(-150*fvar(0)>-7,-7,-150*fvar(0)))

[State 1000, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;相手側
[Statedef 3010]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 3010

;---------------------------------------------------------------------------
;相手側1
[Statedef 3011]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 3011

[State 10000]
type = ChangeAnim
trigger1 = Anim = 3011
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5050

[State 10000]
type = posfreeze
trigger1 = Time >= 7 && Time < 20

[State 821, 速度]
type = VelSet
trigger1 = Anim = 3011
trigger1 = AnimElem = 1
x = -3.7
y = -7

[State 821, 速度]
type = VelAdd
trigger1 = Anim = 3011
trigger1 = Time < 7
trigger2 = Time >= 20
trigger3 = Anim = 5050
y = GetHitVar(yaccel)

[State 1000, 5]
type = SelfState
trigger1 = Anim != 3011
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手側2
[Statedef 3060]
type = S
movetype = H
physics = N
ctrl = 0
anim = 5000
velset = 0,0
sprpriority = 0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 0, push]
type = playerpush
trigger1 = 1
value = 0

[State 0, nhb]
type = nothitby
trigger1 = 1
value = SCA

[State 0, anim]
type = changeanim
trigger1 = 1
value = anim
elem = 1

[State 0, anim]
type = changeanim
trigger1 = GetHitvar(damage)
value = anim+(random%3)+10*(random%2)
elem = 1

;---------------------------------------------------------------------------
;相手側2
[Statedef 3061]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 3010
elem = 13

[State 10000]
type = ChangeAnim
trigger1 = Anim = 3010
trigger1 = AnimTime = 0
value = 5050

[State 821, 速度]
type = VelSet
trigger1 = Anim = 3010
trigger1 = AnimElem = 13
x = -4.5

[State 821, 速度]
type = VelAdd
trigger1 = Anim = 3010
trigger1 = AnimElemTime(13) > 0
x = .14

[State 821, 速度]
type = VelSet
trigger1 = Anim = 5050
x = 0

[State 821, 速度]
type = VelAdd
trigger1 = Anim = 5050
y = .44

[State 1000, 5]
type = SelfState
trigger1 = Anim != 3010
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;ブラデッド・スライサー
[Statedef 3100]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2, var]
type = varset
trigger1 = var(31)
trigger1 = animelemtime(1) = 0
var(30) = 0
ignorehitpause = 1

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = animelemtime(1) = 0
anim = -1
pos = 0, 0
sound = s20, 0
poweradd = -1000
time = 32
movetime = 32
darken = 0
p2defmul = 1

[state 3003]
type = helper
triggerall = palno != 12
trigger1 = animelemtime(1) = 0
name = "super"
helpertype = normal
stateno = 6000
id = 6000
pos = ceil(5*const(size.xscale)),ceil(-50*const(size.yscale))
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 3003]
type = helper
triggerall = palno = 12
trigger1 = animelemtime(1) = 0
name = "super"
helpertype = player
stateno = 6000
id = 6000
pos = ceil(5*const(size.xscale)),ceil(-50*const(size.yscale))
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 11, 1
channel = 0

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
channel = 0

[State -2]
type = Palfx
trigger1 = fvar(3) > 1
trigger1 = animelemtime(2) < 0
time = 2
add = 72,0,0
ignorehitpause = 1

[State -2]
type = Palfx
trigger1 = fvar(3) > 1
trigger1 = animelemtime(2) >= 0 && animelemtime(2) < 36
time = 1
add = 72-(2*animelemtime(2)),0,0
ignorehitpause = 1

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = animelemtime(2) = 1
helpertype = normal
name = "suraisa-1"
stateno = 8000
id = 8000
pos = ceil(8*const(size.xscale)),ceil(-55*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = animelemtime(2) = 1
helpertype = normal
name = "suraisa-2"
stateno = 8000
id = 8000
pos = ceil(1*const(size.xscale)),ceil(-54*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = animelemtime(2) = 1
helpertype = player
name = "suraisa-1"
stateno = 8000
id = 8000
pos = ceil(8*const(size.xscale)),ceil(-55*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = animelemtime(2) = 1
helpertype = player
name = "suraisa-2"
stateno = 8000
id = 8000
pos = ceil(1*const(size.xscale)),ceil(-54*const(size.yscale))
postype = p1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------
;スライサー
[Statedef 8000]
type = A
movetype = A
physics = N
sprpriority = 5
anim = 8000
velset = 0,0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2, var]
type = varset
trigger1 = time = 0
fvar(12) = root,fvar(2)
ignorehitpause = 1

[State 0, var]
type = parentvaradd
trigger1 = movehit = 1
var(40) = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 800, 1
channel = 0
loop = 1

[State -2]
type = palfx
trigger1 = 1
time = 2
add = 128,128,128
ignorehitpause = 1

[State 0]
type = Turn
trigger1 = p2dist x < 0

[State 0, vel]
type = veladd
triggerall = time > 0
trigger1 = p2dist x >= 0
trigger1 = vel x < 10
trigger2 = p2dist x < 0
trigger2 = vel x > -10
x = ifelse((p2dist x)>=0, .44, -.44)

[State 0, vel]
type = veladd
triggerall = time > 0
trigger1 = p2dist y >= 50
trigger1 = vel y < 10
trigger2 = p2dist y < 50
trigger2 = vel y > -10
y = ifelse((p2dist y)>=50, .44, -.44)

[State 7000, VarSet]
type = varset
trigger1 = 1
fvar(1) = ifelse((P2dist x=[0,1]),1,ifelse((P2dist x=[-1,0]),-1,P2dist x))

[State 7000, VarSet]
type = varset
trigger1 = 1
fvar(2) = ifelse((P2dist y=[0,1]),1,ifelse((P2dist y=[-1,0]),-1,P2dist y))-20

[State 0, scale]
type = angledraw
trigger1 = 1
value = ceil((atan(fvar(1)/fvar(2))*180)/pi)-(90*ifelse(P2dist Y<0,-1,1))

[State 7000, VarSet]
type = varset
trigger1 = time = 0
fvar(0) = atan(fvar(1)/fvar(2))-(.5*pi*ifelse(P2dist Y <0,-1,1))
ignorehitpause = 1

[State 7000, VarSet]
type = varset
trigger1 = time = 0
fvar(0) = ifelse(fvar(0)>(.33*pi),.33*pi,ifelse(fvar(0)<(-.33*pi),-.33*pi,fvar(0)))
ignorehitpause = 1

[State 0, vel]
type = velset
trigger1 = time = 0
x = abs(8*cos(fvar(0)))
y = -8*sin(fvar(0))

[State 1020, 残像]
type = AfterImage
trigger1 = Time = 0
time = 9999999
PalBright = 128,128,128
Trans = Add
TimeGap  = 1
FrameGap = 1
length = 20

[State 640, ヒット定義]
type = HitDef
triggerall = root,palno != 12
trigger1 = Time = 0
trigger2 = movecontact >= 5
;attr = A, SP
attr = ,NA
damage = ceil(ifelse((20*root,fvar(0)*fvar(12))<7,7,(20*root,fvar(0)*fvar(12)))),ceil(ifelse((20*root,fvar(0)*fvar(12)*.25)<7,7,(20*root,fvar(0)*fvar(12)*.25)))
guardflag = M
hitflag = MAFD
priority = 5
pausetime = 0,2
sparkno = s7015+(random%3)
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = s5,11
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2.4,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 20,0

[State 640, ヒット定義]
type = Projectile
triggerall = root,palno = 12
trigger1 = Time = 0
trigger2 = movecontact >= 5
;attr = A, SP
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage = ceil(ifelse((20*root,fvar(0)*fvar(12))<7,7,(20*root,fvar(0)*fvar(12)))),ceil(ifelse((20*root,fvar(0)*fvar(12)*.25)<7,7,(20*root,fvar(0)*fvar(12)*.25)))
guardflag = M
hitflag = MAFD
priority = 5
pausetime = 0,2
sparkno = s7015+(random%3)
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = s5,11
guardsound = s6,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2.4,0
air.velocity = -2,0
ground.cornerpush.veloff = 0
getpower = 0,0
givepower = 20,0

[State 4050, 攻撃被弾上書き]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 7700

[State 3000, ステート変更]
type = ChangeState
trigger1 = roundstate = 3
value = 8001

[State 1000, 0]
type = StopSnd
trigger1 = time >= 480
trigger2 = root,movetype = H
channel = 0

[State -2,消失]
type = DestroySelf
trigger1 = time >= 480
trigger2 = root,movetype = H
ignorehitpause = 1

;-------------------------------------------------------
;スライサー
[Statedef 8001]
type = A
movetype = I
physics = N
sprpriority = 3
anim = 8000
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 0]
type = StopSnd
trigger1 = time >= 30
channel = 0

[State -2]
type = palfx
trigger1 = 1
time = 2
add = 128,128,128
ignorehitpause = 1

[State 0, vel]
type = veladd
trigger1 = p2dist x >= 0
trigger1 = vel x < 10
trigger2 = p2dist x < 0
trigger2 = vel x > -10
x = ifelse((p2dist x)>=0, -.44, .44)

[State 0, vel]
type = veladd
trigger1 = p2dist y >= 50
trigger1 = vel y < 10
trigger2 = p2dist y < 0
trigger2 = vel y > -10
y = ifelse((p2dist y)>=50, -.44, .44)

[State 7000, VarSet]
type = varset
trigger1 = time = 0
fvar(1) = ifelse((P2dist x=[0,1]),1,ifelse((P2dist x=[-1,0]),-1,P2dist x))

[State 7000, VarSet]
type = varset
trigger1 = time = 0
fvar(2) = ifelse((P2dist y=[0,1]),1,ifelse((P2dist y=[-1,0]),-1,P2dist y))+50

[State 0, scale]
type = angledraw
trigger1 = 1
value = ceil((atan(fvar(1)/fvar(2))*180)/pi)-(90*ifelse(P2dist Y<0,-1,1))

;---------------------------------------------------------------------------
;ブラッディ・ドライブ
[Statedef 3200]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3200
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2, var]
type = varset
trigger1 = var(31)
trigger1 = animelemtime(3) = 4
var(30) = 0
ignorehitpause = 1

[State 3000, 超必殺技暗転
type = SuperPause
trigger1 = animelemtime(3) = 4
anim = -1
pos = 0, 0
sound = s20, 0
poweradd = -1000
time = 32
movetime = 32
darken = 0
p2defmul = 1

[state 3003]
type = helper
triggerall = palno != 12
trigger1 = animelemtime(3) = 4
name = "super"
helpertype = normal
stateno = 6000
id = 6000
pos = ceil(0*const(size.xscale)),ceil(-50*const(size.yscale))
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 3003]
type = helper
triggerall = palno = 12
trigger1 = animelemtime(3) = 4
name = "super"
helpertype = player
stateno = 6000
id = 6000
pos = ceil(0*const(size.xscale)),ceil(-50*const(size.yscale))
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 11, 1
channel = 0

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 0
channel = 0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 1
channel = 0
loop = 1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = time%5 = 0
trigger1 = animelemtime(4) >= 0
value = 7, 1
;channel = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = !var(2)
trigger1 = var(45) < 5
trigger1 = animelemtime(4) >= 0
value = SCA

[State 3000, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = 8

[State -2]
type = Palfx
trigger1 = fvar(3) > 1
trigger1 = animelemtime(4) < 0
time = 2
add = 72,0,0
ignorehitpause = 1

[State -2]
type = Palfx
trigger1 = fvar(3) > 1
trigger1 = animelemtime(4) >= 0 && animelemtime(4) < 36
time = 1
add = 72-(2*animelemtime(4)),0,0
ignorehitpause = 1

[State 11000, エフェクト]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 7032
postype = p1
pos = -16,0
ownpal = 1
sprpriority = 3
scale = .833*(const(size.xscale)-.3), 1.07*(const(size.yscale)-.3)
id = 7032
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 440, エフェクト]
type = Explod
trigger1 = time%5 = 0
trigger1 = AnimElemTime(4) >= 0
anim = 7420
id = 7420
postype = p1
ownpal = 1
;pos = ceil(130*const(size.xscale)),0
pos = ceil(30*const(size.xscale)),0
scale = .833*(const(size.xscale)-.3), 1.07*(const(size.yscale)-.3)
sprpriority = 4
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 440, エフェクト]
type = Explod
trigger1 = time%5 = 0
trigger1 = AnimElemTime(4) >= 0
anim = 7421
postype = p1
ownpal = 1
;pos = ceil(156*const(size.xscale)), 0
pos = ceil(56*const(size.xscale)), 0
scale = .833*(const(size.xscale)-.3), 1.07*(const(size.yscale)-.3)
sprpriority = 3
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 11000]
type = HitDef
triggerall = palno != 12
triggerall = AnimElemTime(5) < 0
trigger1 = time = 0
trigger2 = movecontact >= 5
;attr = S, HA
attr = ,NA
animtype  = hard
priority = 5,Hit
damage    = ceil(ifelse((25*fvar(0))<7,7,(25*fvar(0)))),ceil(ifelse((25*fvar(0)*.25)<7,7,(25*fvar(0)*.25)))
hitflag = MAFD
guardflag = M
pausetime = 7,8
sparkno = s7004
sparkxy = -10,-30+(random%30)
hitsound   = s5,2
guard.sparkno = s7010
guardsound = s6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
guard.ctrltime = 11
air.hittime = 11
ground.velocity = -8
guard.velocity = -8
air.velocity = -8,3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 35,0
air.fall = 1
air.animtype = back
fall.animtype = back
yaccel = .35
ignorehitpause = 0

[State 11000]
type = Projectile
triggerall = palno = 12
trigger1 = AnimElemTime(4) >= 0
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
animtype  = hard
priority = 5,Hit
damage    = ceil(ifelse((25*fvar(0))<7,7,(25*fvar(0)))),ceil(ifelse((25*fvar(0)*.25)<7,7,(25*fvar(0)*.25)))
hitflag = MAFD
guardflag = M
pausetime = 7,8
sparkno = s7004
sparkxy = -10,-30+(random%30)
hitsound   = s5,2
guard.sparkno = s7010
guardsound = s6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
guard.ctrltime = 11
air.hittime = 11
ground.velocity = -8
guard.velocity = -8
air.velocity = -8,3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 35,0
air.fall = 1
air.animtype = back
fall.animtype = back
yaccel = .35
ignorehitpause = 0

[State 800, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = AnimElemTime(5) >= 0
trigger1 = numtarget
trigger1 = target,statetype != L
trigger1 = time > 1 && movehit
attr = , NA
hitflag = MAFD
priority = 5, Dodge
sparkno = -1
p1facing = 1
p2facing = 1
guard.dist = 0
fall = 1

[State 300]
type = ReversalDef
triggerall = palno = 12
triggerall = enemynear,name != "C-Kill"
;triggerall = (enemynear,name = "OmegaTH"||enemynear,name = "Rare Akuma")
trigger1 = AnimElemTime(5) >= 0
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 3445
p1stateno = 3201
ignorehitpause = 1
persistent = 1

[State 1000, 0]
type = StopSnd
trigger1 = AnimElemTime(5) >= 0
trigger2 = movetype = H
channel = 0

[State 2000]
type = TargetState
trigger1 = AnimElemTime(5) >= 0
trigger1 = numtarget
trigger1 = target,statetype != L
trigger1 = time > 1 && movehit
trigger2 = AnimElemTime(5) >= 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = time > 1 && projhit = 1
value = 3445

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = numtarget
trigger1 = target,statetype != L
trigger1 = time > 1 && movehit
trigger2 = AnimElemTime(5) >= 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = time > 1 && projhit = 1
value = 3201
ignorehitpause = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3205

;---------------------------------------------------------------------------
;ブラッディ・ドライブ(投げ)
[Statedef 3201]
type    = S
movetype= A
physics = N
anim = 3201
velset = 0,0
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

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

[State 810, 掴んだ相手の位置８]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
pos = ceil(-46*const(size.xscale)), 0
time = 3

[State 810, 掴んだ相手の位置８]
type = TargetBind
trigger1 = AnimElemTime(2) = 0
pos = ceil(39*const(size.xscale)), 0
time = 3

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0
;channel = 0

[State 11000, エフェクト]
type = null;Explod
trigger1 = AnimElem = 13
anim = 7000
ownpal = 1
postype = p1
scale = const(size.xscale), const(size.yscale)
pos = ceil(40*const(size.xscale)),ceil(-60*const(size.yscale))
sprpriority = 3
id = 7000
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0, var]
type = varadd
trigger1 = numtarget
trigger1 = target,stateno = 3441
trigger1 = target,time = 2
var(40) = 1

[State 810]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = target,stateno = 3441
trigger1 = target,time = 2
value = -ceil(ifelse((65*fvar(0))<7,7,(65*fvar(0))))

[State 2000]
type = null;TargetState
trigger1 = numtarget
trigger1 = AnimElemTime(3) = 0
value = 3440

[State 3000, ステート変更]
type = ChangeState
trigger1 = numtarget || var(40)
trigger1 = AnimTime = 0
value = 3202

;---------------------------------------------------------------------------
;ブラッディ・ドライブ(相手吹っ飛び中)
[Statedef 3202]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 11000]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 810]
type = TargetLifeAdd
trigger1 = numtarget
trigger1 = target,stateno = 3441
trigger1 = target,time = 2
value = -ceil(ifelse((65*fvar(0))<7,7,(65*fvar(0))))

[State 1050, ステート変更]
type = ChangeState
triggerall = backedgebodydist < 0 || frontedgebodydist < 0
trigger1 = !numtarget && !var(40)
trigger2 = numtarget
trigger2 = target,statetype = L
trigger3 = var(40)
trigger3 = numenemy
trigger3 = enemynear,statetype = L
value = 3430

[State 1050, ステート変更]
type = ChangeState
triggerall = time > 3
trigger1 = !numtarget && !var(40)
trigger2 = numtarget
trigger2 = target,statetype = L
trigger3 = var(40)
trigger3 = numenemy
trigger3 = enemynear,statetype = L
trigger4 = time >= 30
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ブラッディ・ドライブ（相手を投げれなかった場合）
[Statedef 3205]
type    = S
movetype = I
physics = N
ctrl = 0
anim = 3205
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 100, 1]
type = VelSet
trigger1 = time = 0
y = 0

[State 106, 1]
type = VelMul
trigger1 = Time = 0
x = .44

[State 106, 2]
type = PosSet
trigger1 = 1
y = 0

[State 106, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;復帰
[Statedef 3430]
type     = S
physics  = N
ctrl     = 0
anim     = 100
velset = 0,0
facep2 = 1
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

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

[State 1003]
type = PosSet
trigger1 = time = 0
y = 0

[state 1003]
type = posadd
trigger1 = time = 0
trigger1 = backedgebodydist < -100
x = -backedgebodydist -100

[State 1203, muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1500, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 10

[State 1500, VelSet]
type = VelMul
trigger1 = animelemtime(2) > 10
x = .9

[State 1500, VelSet]
type = VelSet
trigger1 = time = 50
x = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = target,stateno != 3440
trigger1 = animtime = 0
trigger2 = !numtarget
trigger3 = backedgebodydist >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手吹っ飛び中
[Statedef 3445]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset = -5,-7.5

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

[State 10000]
type = posfreeze
trigger1 = 1

[State 0]
type = Turn
trigger1 = enemynear,authorname="Jirougaki" 
trigger1 = enemynear,name="fw_gigan"
trigger1 = facing = enemynear,facing

[State 1000, 5]
type = ChangeState
;trigger1 = roundstate = 2
trigger1 = time = 12
value = 3440

;---------------------------------------------------------------------------
;相手吹っ飛び中
[Statedef 3440]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset = -13,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

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

[State 3000, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000, 0]
type = ScreenBound
trigger1 = time >= 30
value = 0

[State -2]
type = ChangeAnim
trigger1 = !animexist(5900)
trigger1 = anim != 5030
value = 5030

[State -2]
type = ChangeAnim
trigger1 = AnimExist(5900)
trigger1 = anim != 5900
value = 5900

[State 1000, 5]
type = ChangeState
trigger1 = time > 1
trigger1 = backedgebodydist <= 0
trigger2 = time >= 60
value = 3441

;---------------------------------------------------------------------------
;壁激突
[Statedef 3441]
type     = A
movetype = H
physics  = N
anim     = 5030
ctrl     = 0
velset = 0,0

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

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

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

[State 3000, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 2100, 2]
type = turn
trigger1 = backedgebodydist <= 0
trigger1 = time = 12

[State 1100, 6]
type = EnvShake
trigger1 = time = 0
time = 7
frep = 300
ampl = -15

[State 2201, 1]
type = VelSet
trigger1 = time = 12
x = -4
y = -4

[State 2201, 1]
type = VelAdd
trigger1 = time > 12
y = .44

[State 10000]
type = ChangeAnim
trigger1 = 1
value = anim
elem = animelemno(0)

[State 1000, 5]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;ブラッディ・チェーンソー
[Statedef 3300]
type    = S
movetype= A
physics = N
velset = 0,0
anim = ifelse(palno=12,33000,3300)
ctrl = 0
sprpriority = 2
movehitpersist = ifelse(enemynear,name="OmegaTH"||enemynear,name="Rare Akuma",0,1)
hitdefpersist = ifelse(enemynear,name="OmegaTH"||enemynear,name="Rare Akuma",0,1)

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2, var]
type = varset
trigger1 = var(31)
trigger1 = animelemtime(1) = 0
var(30) = 0
ignorehitpause = 1

[State 191, エフェクト]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 8541
postype = p1
pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale))
scale = const(size.xscale)/1.3,const(size.yscale)/1.3
sprpriority = -3
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 3000, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = animelemtime(1) = 0
anim = -1
pos = 0, 0
sound = s20, 0
poweradd = -2000
time = 32
movetime = 32
darken = 0
p2defmul = 1

[state 3003]
type = helper
triggerall = palno != 12
trigger1 = animelemtime(1) = 0
name = "super"
helpertype = normal
stateno = 6000
id = 6000
pos = ceil(0*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 3003]
type = helper
triggerall = palno = 12
trigger1 = animelemtime(1) = 0
name = "super"
helpertype = player
stateno = 6000
id = 6000
pos = ceil(0*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 11, 1
channel = 0

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
channel = 0

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3000, 移動速度]
type = VelSet
trigger1 = animelemtime(1) = 32
x = 10

[State 3000, 移動速度]
type = VelAdd
trigger1 = animelemtime(1) > 32 && animelemtime(3) < 0
x = -.44

[State 3000, 移動速度]
type = VelSet
trigger1 = animelemtime(3) >= 0
x = 0

[State -2]
type = Palfx
trigger1 = fvar(3) > 1
trigger1 = animelemtime(2) < 0
time = 2
add = 72,0,0
ignorehitpause = 1

[State -2]
type = Palfx
trigger1 = fvar(3) > 1
trigger1 = animelemtime(2) >= 0 && animelemtime(2) < 36
time = 1
add = 72-(2*animelemtime(2)),0,0
ignorehitpause = 1

[State 800, ヒット定義]
type = HitDef
triggerall = palno != 12
trigger1 = Time >= 0
trigger1 = enemynear,statetype != L
attr = , NA
hitflag = MAFD
priority = 5, Dodge
sparkno = -1
p1sprpriority = 2
p1facing = 1
p2facing = 1
p2stateno = 3310
guard.dist = 0
fall = 1
numhits = 0

[State 300]
type = ReversalDef
triggerall = palno = 12
triggerall = enemynear,name != "C-Kill"
;triggerall = (enemynear,name = "OmegaTH"||enemynear,name = "Rare Akuma")
trigger1 = animelemtime(1) > 32 ;Time >= 0
;trigger1 = enemynear,statetype != L
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 3310
p1stateno = 3301
ignorehitpause = 1
persistent = 1

;[State 810]
;type = TargetState
;triggerall = enemynear,name = "OmegaTH"
;trigger1 = target,stateno != [3310,3311]
;value = 3310

[State 3000, ステート変更]
type = ChangeState
triggerall = palno != 12
trigger1 = numtarget
trigger1 = target,statetype != L
trigger1 = time > 1 && movehit
;trigger2 = animelem = 3 && enemynear,statetype != L
value = 3301
ignorehitpause = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 3
movetype = I

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ブラッディ・チェーンソー(成功)1
[Statedef 3301]
type    = S
movetype= A
physics = N
anim = 3301
velset = 0,0
ctrl = 0
sprpriority = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 810, 掴んだ相手の位置８]
type = TargetBind
trigger1 = AnimElemTime(3) < 210
pos = ceil(10*const(size.xscale)), ceil(-85*const(size.yscale))
time = 2

[State 810, 掴んだ相手の位置８]
type = TargetBind
trigger1 = AnimElemTime(3) = 210
pos = ceil(15*const(size.xscale)), ceil(-35*const(size.yscale))
time = 1

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 6
trigger2 = AnimElemTime(3) = 18
trigger3 = AnimElemTime(3) = 30
trigger4 = AnimElemTime(3) = 42
trigger5 = AnimElemTime(3) = 54
trigger6 = AnimElemTime(3) = 66
trigger7 = AnimElemTime(3) = 78
trigger8 = AnimElemTime(3) = 90
trigger9 = AnimElemTime(3) = 102
trigger10 = AnimElemTime(3) = 114
value = 5, 12
;channel = 0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(3) = 210
value = 5, 20
;channel = 0

[State 440, 画面を揺らす]
type = EnvShake
trigger1 = AnimElemTime(2) = 6
trigger2 = AnimElemTime(2) = 18
trigger3 = AnimElemTime(2) = 30
trigger4 = AnimElemTime(2) = 42
trigger5 = AnimElemTime(2) = 54
trigger6 = AnimElemTime(2) = 66
trigger7 = AnimElemTime(2) = 78
trigger8 = AnimElemTime(2) = 90
trigger9 = AnimElemTime(2) = 102
trigger10 = AnimElemTime(2) = 114
trigger11 = AnimElemTime(3) = 210
time = 20
freq = 60
ampl = 15
;phase = 90

[State 191, エフェクト]
type = Explod
trigger1 = AnimElemTime(3) = 8
trigger2 = AnimElemTime(3) = 20
trigger3 = AnimElemTime(3) = 32
trigger4 = AnimElemTime(3) = 44
trigger5 = AnimElemTime(3) = 56
trigger6 = AnimElemTime(3) = 68
trigger7 = AnimElemTime(3) = 80
trigger8 = AnimElemTime(3) = 92
trigger9 = AnimElemTime(3) = 104
trigger10 = AnimElemTime(3) = 116
trigger11 = AnimElemTime(3) = 210
anim = 7017
postype = p1
pos = ceil(15*const(size.xscale)),ceil(-90*const(size.yscale))
bindtime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 191, エフェクト]
type = Explod
trigger1 = AnimElemTime(3) = 20
anim = 7019
postype = p1
pos = ceil(10*const(size.xscale)),ceil(-79*const(size.yscale))
bindtime = -1
id = 7009
scale = const(size.xscale),const(size.yscale)
removetime = 250
sprpriority = 1
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 6050,0]
type = Explod
trigger1 = AnimElemTime(3) = 6
trigger2 = AnimElemTime(3) = 18
trigger3 = AnimElemTime(3) = 30
trigger4 = AnimElemTime(3) = 42
trigger5 = AnimElemTime(3) = 54
trigger6 = AnimElemTime(3) = 66
trigger7 = AnimElemTime(3) = 78
trigger8 = AnimElemTime(3) = 90
trigger9 = AnimElemTime(3) = 102
trigger10 = AnimElemTime(3) = 114
trigger11 = AnimElemTime(3) = 210
anim = 7320
id = 7320
pos = ceil(10*const(size.xscale)),ceil(-85*const(size.yscale))
bindtime = -1
facing = -1
ontop = 1
sprpriority = 3
postype = p1
scale = ifelse(!(random%2),1.66*.833,.833),1.07
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "tye-n"
stateno = 7800
id = 7800
pos = 0,0
postype = p1
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = animelemtime(3) = 0
helpertype = player
name = "tye-n"
stateno = 7800
id = 7800
pos = 0,0
postype = p1
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno != 12
trigger1 = animelemtime(3) = 0
helpertype = normal
stateno = 7801
id = 7801
pos = -999,-999
postype = back
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state -2]
type = Helper
triggerall = palno = 12
trigger1 = animelemtime(3) = 0
helpertype = player
stateno = 7801
id = 7801
pos = -999,-999
postype = back
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1110]
type = HitAdd
trigger1 = AnimElemTime(3) = 6
trigger2 = AnimElemTime(3) = 18
trigger3 = AnimElemTime(3) = 30
trigger4 = AnimElemTime(3) = 42
trigger5 = AnimElemTime(3) = 54
trigger6 = AnimElemTime(3) = 66
trigger7 = AnimElemTime(3) = 78
trigger8 = AnimElemTime(3) = 90
trigger9 = AnimElemTime(3) = 102
trigger10 = AnimElemTime(3) = 114
trigger11 = AnimElemTime(3) = 210
value = numtarget

[State 1110]
type = VarAdd
trigger1 = AnimElemTime(3) = 6
trigger2 = AnimElemTime(3) = 18
trigger3 = AnimElemTime(3) = 30
trigger4 = AnimElemTime(3) = 42
trigger5 = AnimElemTime(3) = 54
trigger6 = AnimElemTime(3) = 66
trigger7 = AnimElemTime(3) = 78
trigger8 = AnimElemTime(3) = 90
trigger9 = AnimElemTime(3) = 102
trigger10 = AnimElemTime(3) = 114
trigger11 = AnimElemTime(3) = 210
var(40) = numtarget

[State 810]
type = TargetLifeAdd
trigger1 = AnimElemTime(3) = 6
trigger2 = AnimElemTime(3) = 18
trigger3 = AnimElemTime(3) = 30
trigger4 = AnimElemTime(3) = 42
trigger5 = AnimElemTime(3) = 54
trigger6 = AnimElemTime(3) = 66
trigger7 = AnimElemTime(3) = 78
trigger8 = AnimElemTime(3) = 90
trigger9 = AnimElemTime(3) = 102
trigger10 = AnimElemTime(3) = 114
value = -ceil(ifelse((30*fvar(0))<7,7,(30*fvar(0))))
kill = 0

[State 810]
type = TargetLifeAdd
trigger1 = AnimElemTime(3) = 210
value = -ceil(ifelse((70*fvar(0))<7,7,(70*fvar(0))))

[State 810]
type = TargetState
trigger1 = AnimElemTime(3) = 210
value = 3311

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;チェーンソー
[Statedef 7800]
type = S
movetype = I
physics = N
anim = 7800
velset = 0,0
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2,消失]
type = DestroySelf
trigger1 = root,stateno != 3301
ignorehitpause = 1

;---------------------------------------------------------------------------
;血まみれ演出
[Statedef 7801]
anim = 99999
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State -3];白グラデーション
type = null;allpalfx
trigger1 = time = [10,118]
;add = 2*(time-10),0,0
add = 128,0,0
time = 1
ignorehitpause = 1

[State -3]
type = null;allpalfx
trigger1 = time > 118
add = 256,0,0
time = 1
ignorehitpause = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = time < 210
flag = NoBG
flag2 = NoFG

[State 0, explod]
type = explod
trigger1 = time = 6
trigger2 = time = 18
trigger3 = time = 30
trigger4 = time = 42
trigger5 = time = 54
trigger6 = time = 66
trigger7 = time = 78
trigger8 = time = 90
trigger9 = time = 102
trigger10 = time = 114
anim = 6110+random%4
id = 6110
pos = 160,120
postype = back
random = 320,240
bindtime = -1
scale = root,const(size.xscale),root,const(size.yscale)
ownpal = 1
trans = Add
sprpriority = 49
removetime = -1
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0, explod]
type = removeexplod
trigger1 = time = 210
id = 6110

[State -2,消失]
type = DestroySelf
trigger1 = root,stateno != 3301
ignorehitpause = 1

;---------------------------------------------------------------------------
;相手側
[Statedef 3310]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State ]
type = selfstate
trigger1 = name = "fw_gigan"
value = 120
ctrl = 1

;[State 1000044]
;type = Projectile
;triggerall = root,name= "OmegaTH"
;trigger1 = ishelper
;projanim = 201
;projremove = 1
;projremovetime = 1
;affectteam = F
;attr = A,HA
;hitflag = MAFPD
;P1stateno = 201;prevstateno
;supermovetime = 2147483647
;pausemovetime = 2147483647

;[State 999]
;type = changeanim2
;triggerall = root,name= "OmegaTH"
;trigger1 = ishelper
;trigger1 = time > 0
;value = 330001

[State -3]
type = palfx
triggerall = !ishelper
trigger1 = time = [10,118]
add = 1*(time-10),-1*(time-10),-1*(time-10)
time = 1
ignorehitpause = 1

[State -3]
type = palfx
triggerall = !ishelper
trigger1 = time > 118
add = 128,-128,-128
time = 1
ignorehitpause = 1

[State 820, 相手のアニメ変更]
type = ChangeAnim2
triggerall = !ishelper
trigger1 = Time = 0
value = ifelse(name="OmegaTH",44443,3310)
;---------------------------------------------------------------------------
;相手側1
[Statedef 3311]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1000044]
type = Projectile
triggerall = root,name= "OmegaTH"
trigger1 = ishelper
projanim = 201
projremove = 1
projremovetime = 1
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = 201;prevstateno
supermovetime = 2147483647
pausemovetime = 2147483647

[State 999]
type = changeanim2
triggerall = root,name= "OmegaTH"
trigger1 = ishelper
trigger1 = time > 0
value = 330001

[State 820, 相手のアニメ変更]
type = DestroySelf
triggerall = ishelper
trigger1 = (root,name = "Rare Akuma");||root,name = "OmegaTH")

[State 820, 相手のアニメ変更]
type = ChangeAnim2
triggerall = !ishelper
trigger1 = Time = 0
value = ifelse(name="OmegaTH",44443,3011)

[State 10000]
type = ChangeAnim
triggerall = !ishelper
trigger1 = Anim = ifelse(name="OmegaTH",44443,3011)
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5050

[State 10000]
type = posfreeze
triggerall = !ishelper
trigger1 = Time >= 7 && Time < 20

[State 821, 速度]
type = VelSet
triggerall = !ishelper
trigger1 = Anim = ifelse(name="OmegaTH",44443,3011)
trigger1 = AnimElem = 1
x = -3.7
y = -7

[State 821, 速度]
type = VelAdd
triggerall = !ishelper
trigger1 = Anim = ifelse(name="OmegaTH",44443,3011)
trigger1 = Time < 7
trigger2 = Time >= 20
trigger3 = Anim = 5050
y = GetHitVar(yaccel)

[State 0, LifeSet]
type = LifeSet
triggerall = !ishelper
trigger1 = (name = "Rare Akuma"||name = "OmegaTH")
value = 0
ignorehitpause = 1

[State 1000, 5]
type = SelfState
triggerall = !ishelper
trigger1 = Anim != ifelse(name="OmegaTH",44443,3011)
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = !RoundsExisted
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = !RoundsExisted
fvalue = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno != 1
value = 195
;-------------------------------------------------------------------------------
;SC発動エフェクト
[Statedef 6000]
anim = 99999
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 191, 2]
type = AssertSpecial
trigger1 = time < 32
flag = NoFG
flag2 = NoBG
flag3 = NoBarDisplay

[State 1000, 5]
type = explod
trigger1 = time = 0
anim = 6010+ifelse((root,fvar(2)>1),1,0)
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ontop = 1
scale = 0.833,1.07;const(size.xscale),const(size.yscale)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 5]
type = null;explod
trigger1 = time = 0
anim = 6020
postype = left
pos = 0,0
bindtime = -1
ownpal = 1
sprpriority = -105
scale = .84,1.08
removetime = 30
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State -2]
type = palfx
trigger1 = time < 10
time = 1
add = -128+ceil(12.8*(time)),-128+ceil(12.8*(time)),-128+ceil(12.8*(time))
ignorehitpause = 1

[State 1000, cutin]
type = explod
trigger1 = time = 0
anim = 6000+ifelse((root,fvar(2)>1),1,0)
id = 6000
pos = 0,0;-30,380
postype = back
ownpal = 0
removetime = 32
sprpriority = -95
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, cutin]
type = modifyexplod
trigger1 = time < 10
trigger1 = numexplod(6000)
id = 6000
pos = ceil(209-61*(time)+3.05*(time)*(time)),148
;pos = ceil(177-61*(time)+3.05*(time)*(time)),148
postype = back
scale = .5,.5

[State 1000, cutin]
type = modifyexplod
trigger1 = time >= 10
trigger1 = numexplod(6000)
id = 6000
pos = -96,148
;pos = -128,148
postype = back
scale = .5,.5

[state 3000]
type = destroyself
trigger1 = time >= 32

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

;怒号ゲージ
[Statedef 8900]
ctrl = 0
anim = 99999
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state 0, helper]
type = helper
triggerall = root,palno != 12
trigger1 = time = 0
helpertype = normal
name = "config"
stateno = 8940
id = 8940
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 0, helper]
type = helper
triggerall = root,palno = 12
trigger1 = time = 0
helpertype = player
name = "config"
stateno = 8940
id = 8940
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

;ゲージ枠
[State 0, explod]
type = explod
trigger1 = time > 0
trigger1 = !root,var(31)
trigger1 = !numexplod(8925)
anim = 8925
id = 8925
pos = 8+var(33),185+var(34)
postype = back
bindtime = -1
scale = 1.3,1.3
ownpal = 1
ontop = 1
sprpriority = 100
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0, explod]
type = removeexplod
trigger1 = root,var(31)
trigger1 = numexplod(8925)
id = 8925

;怒号ゲージ
[State 0, explod]
type = explod
trigger1 = time > 0
trigger1 = !root,var(31)
trigger1 = !numexplod(8900)
anim = 8900+root,var(30)
id = 8900
pos = 8+var(33),185+var(34)
postype = back
bindtime = -1
scale = 1.3,1.3
ownpal = 1
ontop = 1
sprpriority = 101
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0, explod]
type = removeexplod
trigger1 = root,var(31)
trigger1 = numexplod(8900)
id = 8900

;ゲージ枠
[State 0, explod]
type = explod
trigger1 = time > 0
trigger1 = root,var(31)
trigger1 = !numexplod(8926)
anim = 8926
id = 8926
pos = 8+var(33),185+var(34)
postype = back
bindtime = -1
scale = 1.3,1.3
ownpal = 1
ontop = 1
sprpriority = 100
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0, explod]
type = removeexplod
trigger1 = !root,var(31)
trigger1 = numexplod(8926)
id = 8926

;怒号ゲージMAX
[State 0, explod]
type = explod
trigger1 = time > 0
trigger1 = root,var(31)
trigger1 = !numexplod(8930)
anim = 8930
id = 8930
pos = 8+var(33),185+var(34)
postype = back
bindtime = -1
scale = 1.3,1.3
ownpal = 1
ontop = 1
sprpriority = 101
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0, explod]
type = removeexplod
trigger1 = !root,var(31)
trigger1 = numexplod(8930)
id = 8930

;---------------------------------------------------------------------------
;ショックゲージ
[Statedef 8950]
ctrl = 0
anim = 99999
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[state 0, helper]
type = helper
triggerall = root,palno != 12
trigger1 = time = 0
helpertype = normal
name = "config"
stateno = 8990
id = 8990
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 0, helper]
type = helper
triggerall = root,palno = 12
trigger1 = time = 0
helpertype = player
name = "config"
stateno = 8990
id = 8990
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

;ゲージ枠
[State 0, explod]
type = explod
trigger1 = !numexplod(8950)
trigger1 = time > 0
anim = 8950
id = 8950
pos = 6+var(38),227+var(39)
postype = back
bindtime = -1
scale = 1.3,1.3
ownpal = 1
ontop = 1
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

;ショックゲージ
[State 0, explod]
type = explod
trigger1 = !numexplod(8960)
trigger1 = time > 0
anim = ifelse(teamside=1,8961,8960)
id = 8960
pos = ifelse(teamside=1,144+var(38),178-var(38)),226+var(39)
postype = left
bindtime = -1
scale = 0,0
ownpal = 0
ontop = 1
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0, explod]
type = modifyexplod
trigger1 = numexplod(8960)
scale = ifelse((root,var(36)*.0125)<1.3,(root,var(36)*.0125),1.3),1.3
id = 8960
ignorehitpause = 1

[State 0, pal]
type = palfx
trigger1 = root,var(36)
trigger1 = !root,var(37)
time = 1
add = 0+ceil(root,var(36)*1.769), 0-ceil(root,var(36)*.385), 0-ceil(root,var(36)*.692)
ignorehitpause = 1

[State 0, explod]
type = removeexplod
trigger1 = root,var(37)
trigger1 = numexplod(8960)
id = 8960

;ショックゲージ(怒号状態)
[State 0, explod]
type = explod
trigger1 = !numexplod(8965)
trigger1 = time > 0
anim = ifelse(teamside=1,8966,8965)
id = 8965
pos = ifelse(teamside=1,144+var(38),178-var(38)),226+var(39)
postype = left
bindtime = -1
scale = 0,0
ownpal = 0
ontop = 1
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 0, explod]
type = modifyexplod
trigger1 = numexplod(8965)
scale = ifelse((root,var(36)*.0125)<1.3,(root,var(36)*.0125),1.3),1.3
id = 8965
ignorehitpause = 1

[State 0, explod]
type = removeexplod
trigger1 = !root,var(37)
trigger1 = numexplod(8965)
id = 8965

;---------------------------------------------------------------------------
;気絶状態吹っ飛び1
[Statedef 4000]
type    = A
;movetype= H
physics = N
ctrl = 0
anim = 4000+var(0)
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5100, 10]
type = PlaySnd
trigger1 = alive
trigger1 = Time = 0
value = 11, 0
channel = 0

[State 5030, 1]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -6
y = -7

[State 5100, 6]
type = VelMul
trigger1 = animelem = 3
x = 0.75

[State 5030, 5]
type = ChangeState
trigger1 = Pos Y > 0
value = 4001

;---------------------------------------------------------------------------
;気絶状態吹っ飛び2
[Statedef 4001]
type    = L
;movetype= H
physics = N
ctrl = 0
anim = 5100+var(0)
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5030, 1]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = vel x > 1
x = 1

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = 40, 2

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 4002

;---------------------------------------------------------------------------
;気絶状態吹っ飛び3
[Statedef 4002]
type    = L
;movetype= H
physics = N
ctrl = 0
anim = 5160+var(0)
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 4010

;---------------------------------------------------------------------------
;気絶状態
[Statedef 4010]
type    = L
;movetype= H
physics = N
anim = 5110+var(0)
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
value = 40, 2

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5101, 6]
type = ChangeAnim
trigger1 = NumHelper(4050)
trigger1 = Helper(4050),GetHitvar(damage)
value = 5080+var(0)

[State 5101, 6]
type = ChangeAnim
trigger1 = anim = 5080+var(0)
trigger1 = animelemtime(1) >= 20
value = 5110+var(0)

[State 5101, 6]
type = ChangeState
trigger1 = !alive
trigger2 = Lose
value = 5150

[State 5101, 6]
type = ChangeState
trigger1 = !var(37)
trigger1 = !var(36)
trigger2 = var(46)
value = 5120

;---------------------------------------------------------------------------
;アドバンシングガード1
[Statedef 910]
type = U
movetype = I
physics = N
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 7011]
type = PlaySnd
trigger1 = time = 1
value = 11,0
channel = 0

[State 7011]
type = PlaySnd
trigger1 = time = 1
value = 6,2

[State 7011]
type = PlayerPush
trigger1 = 1
value = 1

[State 7011]
type = NotHitBy
trigger1 = time <= 1
value = SCA
time = 1

[State 7010]
type = Explod
trigger1 = time = 0
anim = 7011
sprpriority = 2
postype = p1
pos = ceil(30*const(size.xscale)),ifelse(statetype=C,ceil(-34*const(size.yscale)),ceil(-63*const(size.yscale)))
bindtime = 1
ownpal = 1
scale = .833,1.07
;pausemovetime = 999999*var(20)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 0, helper]
type = helper
triggerall = palno != 12
trigger1 = time = 0
stateno = 915
id = 915
pos = -10,0
postype = p1
keyctrl = 0
facing = 1
size.ground.back = 20
size.ground.front = 20
size.height = 240
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 0, helper]
type = helper
triggerall = palno = 12
trigger1 = time = 0
stateno = 915
helpertype = player
id = 915
pos = -10,0
postype = p1
keyctrl = 0
facing = 1
size.ground.back = 20
size.ground.front = 20
size.height = 240
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 6]
type = helper
triggerall = palno != 12
trigger1 = Time = 0
stateno = 7031
postype = p2
ownpal = 1
;pausemovetime = 999999*var(20)
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 6]
type = helper
triggerall = palno = 12
trigger1 = Time = 0
stateno = 7031
postype = p2
ownpal = 1
helpertype = player
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 700, 1]
type = VelSet
trigger1 = 1
x = 0

[State 0, anim]
type = changeanim
trigger1 = time >= 0 && command != "holddown"
value = 150

[State 0, anim]
type = changeanim
trigger1 = time >= 0 && command = "holddown"
value = 151

[State 10000]
type = StateTypeSet
trigger1 = command != "holddown"
statetype = S
physics = S

[State 10000]
type = StateTypeSet
trigger1 = command = "holddown"
statetype = C
physics = C

[State 0, end]
type = changestate
;trigger1 = numhelper(915) = 1
trigger1 = time = 1
value = 151+(command = "holddown")*2

[State 0, end]
type = null;changestate
trigger1 = !numhelper(915)
value = 130+(command = "holddown")
ctrl = 1

;アドバンシングガード2
[Statedef 911]
type = U
movetype = I
physics = N
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 700, 1]
type = VelSet
trigger1 = 1
x = 0

[State 0, anim]
type = changeanim
trigger1 = time >= 0 && command != "holddown"
value = 150

[State 0, anim]
type = changeanim
trigger1 = time >= 0 && command = "holddown"
value = 151

[State 10000]
type = StateTypeSet
trigger1 = command != "holddown"
statetype = S
physics = S

[State 10000]
type = StateTypeSet
trigger1 = command = "holddown"
statetype = C
physics = C

[State 0, end]
type = changestate
trigger1 = numhelper(915) = 1
trigger1 = command = "holdback"
value = 151+(command = "holddown")*2

[State 0, end]
type = changestate
trigger1 = !numhelper(915)
value = 130+(command = "holddown")
ctrl = 1

;アドバンシングガード(ヘルパー)
[Statedef 915]
type = U
movetype = I
physics = N
anim = 915
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 7011]
type = PlayerPush
trigger1 = 1
value = 1

[State 7011]
type = NotHitBy
trigger1 = 1
value = SCA

[State 700, 1]
type = VelSet
trigger1 = time = 0
x = 20

[State 700, 1]
type = VelAdd
trigger1 = time > 0
x = -1

[State 700, 5]
type = DestroySelf
trigger1 = time = 15

;アドバンシングガード(煙)
[Statedef 7031]
type = S
movetype = I
physics = N
anim = 7031
velset = 0,0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 0, pos]
type = posset
trigger1 = 1
x = enemynear,pos x
y = 0

[State 0, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 700, 5]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;ガードキャンセル
[Statedef 920]
type    = S
movetype= A
physics = N
ctrl = 0
juggle = 0
anim = 920
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 707]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 2

[State 181]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value = SCA

[State 0, nhb]
type = hitby
triggerall = palno != 12
trigger1 = animelemtime(2) >= 0
value = SCA, AA,AP

[State 460, 2]
type = VelSet
trigger1 = AnimElemTime(1) = 1
x = 19

[State 460, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 0
trigger2 = MoveContact = 1
x = 0

[State 707]
type = PalFX
trigger1 = time%2 = 1
time = 1
add = 128,128,128
persistent = 1
ignorehitpause = 1

[State 1201, 残像表示]
type = null;AfterImage
trigger1 = AnimElem = 1
time = 36
PalBright   =  70, 70, 70
PalPostbright = 90,90,90
PalContrast = 215,215,125
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = None
TimeGap  = 1
FrameGap = 2
length = 7

[State 1201, AfterImage]
type = AfterImageTime
trigger1 = AnimTime = 0
value = 0

[State 210, 2]
type = HitDef
triggerall = palno != 12
trigger1 = animelemtime(1) = 1
attr = , NA
damage    = 28,14
animtype = hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12,12
sparkno = s7004
guard.sparkno = s7010
sparkxy = -30,-36
hitsound   = s5,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -10, -4
airguard.velocity = -1.9,-.8
air.velocity = -10,-4
air.hittime = 12
persistent = 1
air.fall = 1
yaccel = .35
fall.recover = 1
;guard.kill = 0

[State 210, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelemtime(1) = 1
projanim = 330000
projremovetime = 10
attr = SCA,AT,AP,AA
fall = 1
fall.damage = 99999999999999999999
supermovetime = 99999999999999
pausemovetime = 99999999999999
damage    = 28,14
animtype = hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12,12
sparkno = s7004
guard.sparkno = s7010
sparkxy = -30,-36
hitsound   = s5,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -10, -4
airguard.velocity = -1.9,-.8
air.velocity = -10,-4
air.hittime = 12
persistent = 1
air.fall = 1
yaccel = .35
fall.recover = 1
;guard.kill = 0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HA用ヘルパー
;---------------------------------------------------------------------------
[Statedef 4050]; HA用ヘルパー
type      = A
movetype  = H
physics   = N
velset    = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "Body-Distance X=%d,Y=%d, Velocity X=%f,Y=%f, Damage=%d \n"
params = floor(RootDist X),floor(RootDist Y),(Vel X),(Vel Y),(GetHitvar(damage))

[State 4050, 本体がきたら場合立ちへ移行]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 4050, 親の位置に固定]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0, 0

[State 4050, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 4050, ブランクアニメ設定]
type = ChangeAnim
trigger1 = 1
value = 99999

[State 4050, アニメ変更]
type = ChangeAnim
trigger1 = Root,StateNo = [1300,1301]
trigger2 = Root,StateNo = 3000 && root,animelemtime(2) >= 0 && root,var(45) < 5
trigger3 = Root,StateNo = 3200 && root,animelemtime(4) >= 0 && root,var(45) < 5
trigger4 = !Root,GetHitvar(hitshaketime)
trigger4 = Root,StateNo = [4000,4011]
;trigger5 = Root,var(2)
value = Root,Anim
Elem = Root,AnimElemNo(0)

[State 4050, 被弾判定制御]
type = NotHitBy
trigger1 = Anim = 99999
trigger2 = numhelper(6000)
value = SCA

[State 4050, 被弾判定制御]
type = null;NotHitBy
triggerall = !Root,var(2)
triggerall = Anim != 99999
trigger1 = Root,StateNo = 3000 && root,animelemtime(2) >= 0 && root,var(45) < 5
trigger2 = Root,StateNo = 3200 && root,animelemtime(4) >= 0 && root,var(45) < 5
value = , AA, AT

[State 4050, 被弾判定制御]
type = NotHitBy
triggerall = Anim != 99999
triggerall = !numhelper(6000)
trigger1 = Root,StateNo = [1300,1301]
trigger2 = Root,StateNo = 3000 && root,animelemtime(2) >= 0 && root,var(45) < 5
trigger3 = Root,StateNo = 3200 && root,animelemtime(4) >= 0 && root,var(45) < 5
trigger4 = Root,StateNo = [4000,4011]
;trigger5 = Root,var(2)
value = , AT

[state -2, var]
type = parentvaradd
trigger1 = root,command = "hold_a"
var(47) = 1
ignorehitpause = 1

[state -2, var]
type = parentvaradd
triggerall = GetHitvar(damage)
trigger1 = Root,StateNo = 3000 && root,var(45) < 5
trigger2 = Root,StateNo = 3200 && root,var(45) < 5
var(45) = Ceil(GetHitvar(damage)*.025)
ignorehitpause = 1

[state -2, var]
type = parentvaradd
triggerall = GetHitvar(damage)
trigger1 = Root,StateNo = 1300
var(46) = 1
ignorehitpause = 1

[state -2]
type = parentvaradd
trigger1 = time <= 12
var(48) = 1
ignorehitpause = 1
persistent = 0

[state -2, var]
type = null;parentvaradd
trigger1 = Root,var(2)
trigger1 = Root,fvar(1) < 19
trigger1 = GetHitvar(damage)
fvar(1) = GetHitvar(damage)*.0002
ignorehitpause = 1

[State 4050, 攻撃被弾上書き]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 4050

;---------------------------------------------------------------------------
;AI_Helper
[Statedef 90000]
ctrl=0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

[State -2,消失]
type=DestroySelf
trigger1=isHelper
trigger1=roundstate!=[1,2]

[State 90000,間違いで本体が来たら立ちへ移行]
type=selfstate
trigger1=!ishelper
value=0

[State 90000,プレイヤー判定]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 90000,立ったら消失]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 90000,ﾌﾗｸﾞON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1
;-------------------------------------------------------------------------------
[Statedef 8940]
ctrl = 0
anim = 99999
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

;[怒号ゲージ位置調整]
;===========================================================================
;手動調整:X軸
[state 0, var]
type = parentvarset
trigger1 = 1
var(33) = 0;(←数値を変更してください)

;===========================================================================
;手動調整:Y軸
[state 0, var]
type = parentvarset
trigger1 = 1
var(34) = 0;(←数値を変更してください)

;===========================================================================
[State 0, end]
type = DestroySelf
trigger1 = 1

[Statedef 8990]
ctrl = 0
anim = 99999
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

;[ショックゲージ位置調整]
;===========================================================================
;手動調整:X軸
[state 0, var]
type = parentvarset
trigger1 = 1
var(38) = 0;(←数値を変更してください)

;===========================================================================
;手動調整:Y軸
[state 0, var]
type = parentvarset
trigger1 = 1
var(39) = 0;(←数値を変更してください)

;===========================================================================
[State 0, end]
type = DestroySelf
trigger1 = 1

[Statedef 9990]
ctrl = 0
anim = 99999
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "fw_gigan"
value = 1234567
persistent = 256
ignorehitpause = 1

;[パワーゲージ動作切り替え]
;===========================================================================
;切り替え
[state 0, var]
type = parentvarset
trigger1 = 1
var(58) = 2;(←数値を変更してください)

         ;0 で自動
         ;1 で手動
         ;2 で自動&手動の両方（アーケードモード仕様）

;===========================================================================
[State 0, end]
type = DestroySelf
trigger1 = 1
