;-------------------------------------------------------------------------------
;shadow afterimage finish
[Statedef 200044]
type    = U
movetype= I
physics = N
velset = 0,0
Movehitpersist = 1
Hitdefpersist  = 1
persistent = 256

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

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

[State ]
type = NotHitBy
trigger1 = var(5):=var(5)+1
value = SCA
ignorehitpause=1

[State ]
type = ChangeAnim
trigger1 = var(5)=1
value = anim
elem = animelemno(-1)
ignorehitpause=1

[State ]
type = ChangeAnim
Trigger1=1
value = anim
elem = animelemno(0)
ignorehitpause=1

[State ]
type=trans
Trigger1=1
trans=addalpha
alpha= 128 - 8*((var(5)-1)%20), 8*((var(5)-1)%18)+127
ignorehitpause=1

[State -1]
type = ChangeState
value = 200045
trigger1 = (var(5)-1) >= 20
persistent = 256

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;shadow afterimage idle
[StateDef 200045]
Type       = U
Movetype   = U
Physics    = U
Movehitpersist = 1
Hitdefpersist  = 1
persistent = 256

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

[State 160000]
type = ChangeAnim
trigger1 = 1
value = 33004

[State 160000, ヘルパー追従]
type = Bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

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

[State -2, リセット]
type = Varset
triggerall = ishelper
triggerall = var(5)
trigger1 = !Root,var(31)
trigger2 = !Root,var(32)
var(5) = 0
ignorehitpause = 1

[State -2]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 160000, 振り向き]
type = Turn
trigger1 = 1
trigger1 = facing != root,facing
ignorehitpause=1

[State -1, Stand Light Punch]
type = ChangeState
value = 200001
triggerall = ishelper(200)
trigger1 = Root,var(31)
persistent = 256

[State -1, Stand Strong Punch]
type = ChangeState
value = 200002
triggerall = ishelper(210)
trigger1 = Root,var(32)
persistent = 256

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;shadow afterimage attack 1
[Statedef 200001]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1
persistent = 256

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

[State ]
type = ChangeAnim
trigger1 = anim != 400000
value = 400000
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
trigger1 = animelem = 8
trigger2 = animelem = 15
ignorehitpause = 1

[State 230, 1]
type = Velset
trigger1 = animelem = 8
trigger2 = animelem = 15
X = 10

[State 210]
type = PlaySnd
trigger1 = animelem = 3
value = 210, random%3

[State 210]
type = PlaySnd
trigger1 = animelem = 4
value = 4000, 14

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 3049
sprpriority = 3
postype = p1
pos = 53,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 210]
type = projectile
trigger1 = animelem = 8
attr = SCA, AA,AT,AP
damage = 1+random%101
sparkno = s7000
sparkxy = -5, -89
hitsound = s202,0
guard.sparkno = s7010
guardsound = s121, 0
projanim = 33000
projremove = 0
projremovetime = 2
offset = enemynear,pos x,enemynear,pos y
fall.damage = 2147483647
fall = 1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state 1412]
type = playsnd
trigger1 = animelem = 8
value = 4000,1
volume = 250

[state 1412]
type = playsnd
trigger1 = animelem = 8
value = 4000,2
volume = 50

[state 195]
type = Explod
trigger1 = animelem = 8
anim = 3000
postype = p1
pos = -200+random%400,55
sprpriority = 7
ontop = 1
scale = 1,1
removetime = 34
;bindtime = -1
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[state 195]
type = Explod
trigger1 = animelem = 8
anim = 3000
postype = p1
pos = -200+random%400,55
sprpriority = 7
ontop = 1
scale = 1,1
removetime = 34
;bindtime = -1
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[state 195]
type = Explod
trigger1 = animelem = 8
anim = 3000
postype = p1
pos = -200+random%400,55
sprpriority = 7
ontop = 1
scale = 1,1
removetime = 34
;bindtime = -1
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State ]
type = Projectile
trigger1 = animelem = 8
attr = SCA,AT,AP,AA
animtype  = hard
damage    = random%101
getpower = 61,61
guardflag = M
projanim = 33000
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,-50
;numhits = 1
pausetime = 0,0
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.damage = 99999999
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 290]
type = PlaySnd
trigger1 = animelem = 16
value = 4000, 14

[State 290]
type = PlaySnd
trigger1 = animelem = 14
value = 290, 0

[State 290]
type = Explod
trigger1 = animelem = 16
anim = 3049
sprpriority = 3
postype = p1
pos = 30,-85
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 290]
type = projectile
trigger1 = animelem = 16
attr = SCA, AA,AT,AP
damage = 1+random%101
sparkno = s7000
sparkxy = -5, -89
hitsound = s202,0
guard.sparkno = s7010
guardsound = s121, 0
projanim = 33000
projremove = 0
projremovetime = 2
offset = enemynear,pos x,enemynear,pos y
fall.damage = 2147483647
fall = 1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State ]
type = Projectile
trigger1 = animelem = 16
attr = SCA,AT,AP,AA
animtype  = hard
damage    = random%101
getpower = 61,61
guardflag = M
projanim = 33000
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,-50
;numhits = 1
pausetime = 0,0
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.damage = 99999999
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1200]
type = PlaySnd
trigger1 = animelem = 16
value = 4000, 5

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 35,-85
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 85,-85
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 125,-85
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 200, 7]
type = ChangeState
triggerall = ishelper
trigger1 = AnimTime = 0
value = 200044

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;shadow afterimage attack 2
[Statedef 200002]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1
persistent = 256

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

[State ]
type = ChangeAnim
trigger1 = anim != 400001
value = 400001
ignorehitpause = 1

[State 振り向き]
type = Turn
triggerall = pos x < enemynear,pos x && facing = -1 || enemynear,pos x < pos x && facing = 1
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 16
ignorehitpause = 1

[State 230, 1]
type = Velset
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 16
X = 10+random%5

[State 1331]
type = PlaySnd
trigger1 = animelem = 3
value = 1300, 1

[State 200]
type = projectile
trigger1 = animelem = 3
attr = SCA, AA,AT,AP
damage = 1+random%101
sparkno = s7000
sparkxy = -5, -89
hitsound = s202,0
guard.sparkno = s7010
guardsound = s121, 0
projanim = 33000
projremove = 0
projremovetime = 2
offset = enemynear,pos x,enemynear,pos y
fall.damage = 2147483647
fall = 1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 1331]
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1331]
type = Projectile
trigger1 = AnimElem = 3
attr = SCA,AT,AP,AA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 100
projsprpriority = 4
projedgebound = 220
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 28
damage = 144,10
animtype = Hard
guardflag = M
pausetime = 0,20
sparkno = S7001
guard.sparkno = S7011
sparkxy = 20,0
hitsound = S225,1
guardsound = S120,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
fall.damage = enemy,lifemax
supermovetime = 99999999
pausemovetime = 99999999

[State 200]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
;-------------------------------------------------------------------------------
[State 230]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,random%3

[State 230]
type = PlaySnd
trigger1 = animelem = 6
value = 221, 0

[State 230]
type = Explod
trigger1 = animelem = 7
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 230]
type = Explod
trigger1 = animelem = 8
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 230]
type = projectile
trigger1 = animelem = 7
trigger2 = animelem = 8
attr = SCA, AA,AT,AP
damage = 1+random%101
sparkno = s7000
sparkxy = -5, -89
hitsound = s202,0
guard.sparkno = s7010
guardsound = s121, 0
projanim = 33000
projremove = 0
projremovetime = 2
offset = enemynear,pos x,enemynear,pos y
fall.damage = 2147483647
fall = 1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 8
value = S190,2
ignorehitpause = 1

[State ]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 8
attr = SCA,AT,AP,AA
animtype  = hard
damage    = random%101
getpower = 61,61
guardflag = M
projanim = 700103
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 10
projscale = 1,2
postype = p1
offset = -200+random%400,0
numhits = 1
pausetime = 0,16
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.damage = 99999999
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 8
attr = SCA,AT,AP,AA
animtype  = hard
damage    = random%101
getpower = 61,61
guardflag = M
projanim = 700103
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 10
projscale = 1,2
postype = p1
offset = -200+random%400,0
numhits = 1
pausetime = 0,16
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.damage = 99999999
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 8
attr = SCA,AT,AP,AA
animtype  = hard
damage    = random%101
getpower = 61,61
guardflag = M
projanim = 700103
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 10
projscale = 1,2
postype = p1
offset = -200+random%400,0
numhits = 1
pausetime = 0,16
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.damage = 99999999
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 1200]
type = PlaySnd
trigger1 = animelem = 15
value = 210, ifelse(random%2,1,2)

[State 1200]
type = PlaySnd
trigger1 = animelem = 15
trigger2 = animelem = 16
trigger5 = animelem = 17
value = 4000, 5

[State 3023]
type = Explod
trigger1 = animelem = 15
anim = 3008
sprpriority = 5
postype = p1
pos = 35,-35
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 15
anim = 3008
sprpriority = 5
postype = p1
pos = 35,-55
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 15
anim = 3008
sprpriority = 5
postype = p1
pos = 35,-75
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 15
anim = 3008
sprpriority = 5
postype = p1
pos = 35,-95
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 15
anim = 3008
sprpriority = 5
postype = p1
pos = 35,-115
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 85,-35
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 85,-55
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 85,-75
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 85,-95
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 85,-115
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 125,-35
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 125,-55
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 125,-75
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 125,-95
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 3023]
type = Explod
trigger1 = animelem = 16
anim = 3008
sprpriority = 5
postype = p1
pos = 125,-115
;bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = Projectile
trigger1 = animelem = 15
trigger2 = animelem = 16
trigger5 = animelem = 17
attr = SCA,AT,AP,AA
animtype  = hard
damage    = random%101
getpower = 61,61
guardflag = M
projanim = 33000
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
;numhits = 1
pausetime = 0,0
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.damage = 99999999
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 200, 7]
type = ChangeState
triggerall = ishelper
trigger1 = AnimTime = 0
value = 200044

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;shadow clone
[Statedef 123451]
type=S
movetype=I
physics=S
movehitpersist = 1
hitdefpersist = 1
persistent = 256

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

[State 0, Trans]
type = Trans
trigger1=ishelper&&name="God Mizuchi"
trans = sub

[State ]
type=destroyself
triggerall=ishelper&&name="God Mizuchi"
trigger1=parent,id!=root,id
trigger2=root,alive!=1
ignorehitpause=1

[State ]
type=varset
triggerall=ishelper&&name="God Mizuchi"
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(0)=abs(pos x-enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
ignorehitpause=1

[State ]
type=varset
triggerall=ishelper&&name="God Mizuchi"
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(0)=abs(pos x-enemynear(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemynear(1),facing),(enemynear(1),frontedgedist),(enemynear(1),backedgedist)),-1,1)
ignorehitpause=1

[State ]
type=varset
triggerall=ishelper&&name="God Mizuchi"
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(1)=(enemynear,pos y)-pos y
ignorehitpause=1

[State ]
type=varset
triggerall=ishelper&&name="God Mizuchi"
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(1)=(enemynear(1),pos y)-pos y
ignorehitpause=1

[State ]
type=varset
triggerall=ishelper&&name="God Mizuchi"
trigger1=ishelper(123451)
trigger1=numhelper(123450)
fvar(2)=abs(pos x-helper(123450),pos x)*ifelse(frontedgedist<ifelse((facing=helper(123450),facing),(helper(123450),frontedgedist),(helper(123450),backedgedist)),-1,1)
ignorehitpause=1

[State ]
type=varset
triggerall=ishelper&&name="God Mizuchi"
trigger1=ishelper(123450)
trigger1=numhelper(123451)
fvar(2)=abs(pos x-helper(123451),pos x)*ifelse(frontedgedist<ifelse((facing=helper(123451),facing),(helper(123451),frontedgedist),(helper(123451),backedgedist)),-1,1)
ignorehitpause=1

[State ]
type=screenbound
trigger1=ishelper&&name="God Mizuchi"
trigger1=var(0):=var(0)+1||1
value=0
movecamera=0,0
ignorehitpause=1

[State ]
type=PlayerPush
trigger1=ishelper&&name="God Mizuchi"
value=0
ignorehitpause=1

[State ]
type=assertspecial
triggerall=ishelper&&name="God Mizuchi"
trigger1=var(0)=[0,50]
trigger1=var(0)%2
trigger2=var(1)=1
trigger3=roundstate>=3&&!win
flag=invisible
ignorehitpause=1

[State ];分身は攻撃補正を受け付けない
type=attackmulset
trigger1=ishelper&&name="God Mizuchi"
value=1
ignorehitpause=1

[State ]
type=varset
trigger1=ishelper&&name="God Mizuchi"
trigger1=gethitvar(damage)>0
var(3)=gethitvar(damage)
ignorehitpause=1

[State ]
type=varset
trigger1=ishelper&&name="God Mizuchi"
trigger1=var(3)!=0
var(4)=var(3)
ignorehitpause=1

[State ]
type=Projectile
trigger1=ishelper&&name="God Mizuchi"
trigger1=var(3)>0
attr=SCA,AA,AP,AT
animtype=back
damage=var(3)
priority=7
getpower=0,0
guardflag=
projanim=33000
ProjID=123451
Projhitanim=-1
Projremanim=-1
Projcancelanim=-1
offset=0,0
projpriority=999999999
projsprpriority=999999999
projremove=1
projremovetime=1
velocity=0,0
pausetime=0,0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
guard.pausetime=0,0
ground.type=high
ground.slidetime=20
ground.hittime=20
ground.velocity=-15,16
air.velocity=-15,16
fall=1
fall.recover=0
fall.damage=0+2147483648*ifelse(random%2,1,-1)*(root,palno>6||(root,var(0)&2))
p2stateno = 5070
p2getp1state = 0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1

[State ];%n
type=displaytoclipboard
triggerall = ishelper&&root,sysfvar(3)
trigger1 = gethitvar(damage)
text="%n %n"
params=4938056,4938060
ignorehitpause=1
[State ];%n
type=displaytoclipboard
triggerall = ishelper&&root,sysfvar(3)
trigger1 = gethitvar(damage)
text="%*d%n%d"
params=59,1,4937032
ignorehitpause=1
[State ];%n
type=displaytoclipboard
triggerall = ishelper&&root,sysfvar(3)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,TeamSide=2,4942237
ignorehitpause=1
[State ];%n
type=displaytoclipboard
triggerall = ishelper&&root,sysfvar(3)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,TeamSide=2,4942365
ignorehitpause=1
[State ];%n
type=DisplayToClipboard
triggerall = ishelper&&root,sysfvar(3)
trigger1 = gethitvar(damage)
text="%n %n"
params=4938056,4938060
ignorehitpause=1
[State ];%n
type=DisplayToClipboard
triggerall = ishelper&&root,sysfvar(3)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,0,4942237
ignorehitpause=1
[State ];%n
type=DisplayToClipboard
triggerall = ishelper&&root,sysfvar(3)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,0,4942365
ignorehitpause=1
[State ];%n
type=DisplayToClipboard
triggerall = ishelper&&root,sysfvar(3)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,0,4942264
ignorehitpause=1

[State ]
type=varset
trigger1=ishelper&&name="God Mizuchi"
trigger1=var(3)=var(4)
trigger1=var(3):=0||1
var(4)=0
ignorehitpause=1

[State ]
type=changeanim
triggerall=ishelper&&name="God Mizuchi"
trigger1=anim!=1
trigger1=anim!=[20,21]
trigger1=fvar(20)=0
value=1
ignorehitpause=1

[State ]
type=VelSet
trigger1=ishelper&&name="God Mizuchi"
trigger1=fvar(0)>80
trigger1=abs(fvar(2)>30)
trigger1=fvar(20)=0
x=const(velocity.walk.fwd.x)+abs(fvar(0)*0.05)
ignorehitpause=1

[State ]
type=VelSet
trigger1=ishelper&&name="God Mizuchi"
trigger1=abs(fvar(0)<10)
trigger1=abs(fvar(2)>30)
trigger1=fvar(20)=0
x=const(velocity.walk.back.x)+abs(fvar(0)*0.1)
ignorehitpause=1

[State ]
type=VelSet
triggerall=ishelper&&name="God Mizuchi"
triggerall=abs(fvar(2)<=30)
triggerall=fvar(20)=0
trigger1=ishelper(123450)&&facing=1
trigger2=ishelper(123451)&&facing=-1
x=const(velocity.walk.fwd.x)+abs(fvar(0)*0.1)
ignorehitpause=1

[State ]
type=ChangeAnim
trigger1=ishelper&&name="God Mizuchi"
trigger1=vel x>0
trigger1=Anim!=20
trigger1=fvar(20)=0
value=20
ignorehitpause=1

[State ]
type=ChangeAnim
trigger1=ishelper&&name="God Mizuchi"
trigger1=vel x<0
trigger1=Anim!=21
trigger1=fvar(20)=0
value=21
ignorehitpause=1

[State ]
type=changeanim
triggerall=ishelper&&name="God Mizuchi"
trigger1=vel x=0
trigger1=anim=[20,21]
trigger1=anim!=1
trigger1=fvar(20)=0
value=1
ignorehitpause=1

[State ]
type=posset
trigger1=ishelper&&name="God Mizuchi"
trigger1=1||fvar(21):=fvar(21)+1*(fvar(20)>0)
y=0
ignorehitpause=1

[State ]
type=turn
trigger1=ishelper&&name="God Mizuchi"
trigger1=fvar(0)<0
ignorehitpause=1

[State ]
type=varset
triggerall=roundstate>=3
trigger1=ishelper&&name="God Mizuchi"
trigger1=root,anim = 181
fvar(20)=1
ignorehitpause=1

[State ]
type=changeanim
triggerall=ishelper&&name="God Mizuchi"
triggerall=roundstate>=3
triggerall=fvar(20)=1
trigger1=anim!=181
value=181
ignorehitpause=1

[State ]
type=varadd
triggerall=ishelper&&name="God Mizuchi"
triggerall=roundstate>=3
trigger1=anim=181
var(24) = 1
ignorehitpause=1

[State 181]
type = PlaySnd
triggerall=ishelper&&name="God Mizuchi"
triggerall=roundstate>=3
triggerall=anim=181
trigger1 = var(24) = 50
value = 181,0

[State 181]
type = PlaySnd
triggerall=ishelper&&name="God Mizuchi"
triggerall=roundstate>=3
triggerall=anim=181
trigger1 = var(24) = 150
value = 4000,12

[State 181]
type = Explod
triggerall=ishelper&&name="God Mizuchi"
triggerall=roundstate>=3
triggerall=anim=181
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 151
trans = sub
under = 0
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 181]
type = AssertSpecial
triggerall = ishelper&&name="God Mizuchi"
triggerall = roundstate>=3
triggerall = anim=181
trigger1 = var(24) >= 140 && var(24) <= 150
trigger1 = (GameTime%2) = 1
trigger2 = var(24) >= 150
flag = invisible
ignorehitpause = 1

[State ]
type=velset
triggerall=ishelper&&name="God Mizuchi"
trigger1=var(1)=1
x=0
y=0
ignorehitpause=1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;armor
[Statedef 500]
type=U
movetype=U
physics=U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

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

[State 7]
type=CtrlSet
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=ScreenBound
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=PlayerPush
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=LifeSet
trigger1=1
value=LifeMax
ignorehitpause=1

[State 7]
type=StateTypeSet
trigger1=1
statetype=A
movetype=I
physics=N
ignorehitpause=1

[State 0, BindToRoot]
type = bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
persistent = 1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1=1
flag=NoShadow
;flag2 = invisible
ignorehitpause=1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1 = roundstate != 2
flag = invisible
ignorehitpause=1

[State -3]
type = assertspecial
triggerall = ishelper
trigger1 = pos x-enemy,pos x>0
trigger1 = facing=-1
trigger2 = pos x-enemy,pos x<0
trigger2 = facing=1
flag = noautoturn
ignorehitpause = 1

[State 200002, 特殊効果]
type = Trans
triggerall = root,palno = 1
triggerall = root,sysfvar(0)
trigger1 = 1
trans = AddAlpha
Alpha = var(12),256
ignorehitpause = 1
[State 200002, 変数加算]
type = VarAdd
trigger1 = var(13) = 0
var(12) = 1
ignorehitpause = 1
[State 200002, 変数加算]
type = VarAdd
trigger1 = var(13) = 1
var(12) = -1
ignorehitpause = 1
[State 200002, 変数固定]
type = VarSet
trigger1 = var(13) = 0
trigger1 = var(12) >= 160
var(13) = 1
ignorehitpause = 1
[State 200002, 変数固定]
type = VarSet
trigger1 = var(13) = 1
trigger1 = var(12) <= 30
var(13) = 0
ignorehitpause = 1

[State 4200]
type = AngleDraw
triggerall = root,palno = 1
triggerall = root,sysfvar(0)
trigger1 = 1
scale = fvar(0),fvar(0)
ignorehitpause = 1

[State 4200]
type = varset
trigger1 = var(34) = 0
fvar(0) = 1.02
ignorehitpause = 1

[State 4200]
type = varset
trigger1 = fvar(0) <= 1.02
fvar(0) = 1.02
ignorehitpause = 1

[State 4200]
type = varset
trigger1 = fvar(0) >= 1.06
fvar(0) = 1.06
ignorehitpause = 1

[State 4200]
type = varset
trigger1 = fvar(0) >= 1.06
fvar(1) = 1
ignorehitpause = 1

[State 4200]
type = varset
trigger1 = fvar(0) <= 1.02
fvar(1) = 0
ignorehitpause = 1

[State 4200]
type = varadd
trigger1 = fvar(0) < 1.06
trigger1 = fvar(1) = 0
fvar(0) = 0.0024
ignorehitpause = 1

[State 4200]
type = varadd
trigger1 = fvar(0) > 1.02
trigger1 = fvar(1) = 1
fvar(0) = -0.0024

[State 4200]
type = varadd
trigger1 = 1
var(34) = 1

[State -3]
type = turn
triggerall = ishelper
trigger1 = pos x-enemy,pos x>0
trigger1 = facing=1
trigger2 = pos x-enemy,pos x<0
trigger2 = facing=-1
ignorehitpause = 1

[State 12000,アニメ固定]
type = Changeanim
triggerall = roundstate != 2
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = roundstate = 2
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1

[State 195010]
type = Explod
triggerall = root,palno = 1
triggerall = root,sysfvar(0)
triggerall = ishelper
trigger1 = gethitvar(damage)
anim = 3074
id = 3074
sprpriority = 11
postype = p1
pos = 20,-85
trans = add
bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 195010]
type = varadd
triggerall = root,palno = 1
triggerall = root,sysfvar(0)
triggerall = ishelper
trigger1 = numexplod(3074)
sysvar(1) = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 195010]
type = varset
triggerall = root,palno = 1
triggerall = root,sysfvar(0)
triggerall = ishelper
trigger1 = !numexplod(3074)
sysvar(1) = 0
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999

[State 195010]
type = ModifyExplod
triggerall = root,palno = 1
triggerall = root,sysfvar(0)
triggerall = ishelper
trigger1 = 1
ID = 3074
scale = 1.0-(sysvar(1)*0.07),1.0-(sysvar(1)*0.07)

[State 195010]
type = PlaySnd
triggerall = root,palno = 1
triggerall = root,sysfvar(0)
triggerall = ishelper
trigger1 = sysvar(1) = 1
value = 4000,21
volume= 250

[State 195010]
type = PlaySnd
triggerall = root,palno = 1
triggerall = !root,sysfvar(0)
triggerall = ishelper
trigger1 = gethitvar(damage)
value = 120,0
volume= 250

[State 195010]
type = PlaySnd
triggerall = root,palno = 2
triggerall = ishelper
trigger1 = gethitvar(damage)
value = 120,0
volume= 250

[State 7]
type=HitOverride
trigger1=1
attr=SCA,AA,AP,AT
stateno=500
slot=1
time=1
ignorehitpause=1

[State 0, nothitby]
type=nothitby
trigger1=roundstate!=2
trigger2=root,var(55)
value=SCA
time=30
ignorehitpause=1

[State 0, nothitby]
type=nothitby
triggerall = root,palno = 1
triggerall = root,sysfvar(0)
trigger1=GetHitVar(damage)
value=SCA
time=20+random%11
ignorehitpause=1

[State 0, nothitby]
type=nothitby
triggerall = root,palno = 1
triggerall = !root,sysfvar(0)
trigger1=GetHitVar(damage)
value=SCA
time=30+random%11
ignorehitpause=1

[State 0, nothitby]
type=nothitby
triggerall = root,palno = 2
trigger1=GetHitVar(damage)
value=SCA
time=30+random%11
ignorehitpause=1

[State ]
type=parentvarset
trigger1 = ishelper(500)
var(45) = id
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = ishelper(500)
text = "id:%d,damage:%d,r-life:%d,invincible:%d,penalty:%d"
params = root,var(45),gethitvar(damage),root,sysvar(3),floor(root,sysfvar(0)),floor(root,sysfvar(2))
ignorehitpause = 1

[State ]
type=Explod
triggerall = root,palno = 1
triggerall=PlayerIDExist(ID)
triggerall=ishelper
triggerall=roundstate>=2
triggerall=root,alive
trigger1=numexplod(26000)=0
trigger1=teamside=1
anim=26000
id=26000
pos=93,225
postype=left
bindtime=-1
removetime=-1
sprpriority=254
facing=-1
scale=0.5,0.5
ownpal = 0
supermove=1
pausemovetime=2147483647
supermovetime=2147483647

[State ]
type=Explod
triggerall = root,palno = 1
triggerall=PlayerIDExist(ID)
triggerall=ishelper
triggerall=roundstate>=2
trigger1=numexplod(26000)=0
trigger1=teamside=2
anim=26000
id=26000
pos=-92,225
postype=right
bindtime=-1
removetime=-1
sprpriority=254
facing=1
ownpal = 0
scale=0.5,0.5
supermove=1
pausemovetime=2147483647
supermovetime=2147483647

[State ]
type=Explod
triggerall = root,palno = 1
triggerall=PlayerIDExist(ID)
triggerall=ishelper
triggerall=roundstate>=2
trigger1=numexplod(26100)=0
trigger1=teamside=1
anim=26100
id=26100
pos=12,225
postype=left
bindtime=-1
removetime=-1
;ownpal=1
sprpriority=255
scale=0.5,0.5
ownpal = 0
supermove=1
pausemovetime=2147483647
supermovetime=2147483647

[State ]
type=Explod
triggerall = root,palno = 1
triggerall=PlayerIDExist(ID)
triggerall=ishelper
triggerall=roundstate>=2
trigger1=numexplod(26100)=0
trigger1=teamside=2
anim=26100
id=26100
pos=-92,225
postype=right
bindtime=-1
removetime=-1
;ownpal=1
sprpriority=255
scale=0.5,0.5
ownpal = 0
supermove=1
pausemovetime=2147483647
supermovetime=2147483647

[State ]
type=Explod
triggerall = root,palno = 1
triggerall=PlayerIDExist(ID)
triggerall=ishelper
triggerall=roundstate>=2
triggerall=root,sysfvar(0)
trigger1=numexplod(26200)=0
trigger1=teamside=1
anim=26200
id=26200
pos=12,225
postype=left
bindtime=-1
removetime=-1
;ownpal=1
sprpriority=255
scale=0.5,0.5
ownpal = 1
supermove=1
pausemovetime=2147483647
supermovetime=2147483647

[State ]
type=Explod
triggerall = root,palno = 1
triggerall=PlayerIDExist(ID)
triggerall=ishelper
triggerall=roundstate>=2
triggerall=root,sysfvar(0)
trigger1=numexplod(26200)=0
trigger1=teamside=2
anim=26200
id=26200
pos=-92,225
postype=right
bindtime=-1
removetime=-1
;ownpal=1
sprpriority=255
scale=0.5,0.5
ownpal = 1
supermove=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=explod
triggerall = root,palno = 1
triggerall = PlayerIDExist(ID)
triggerall = ishelper
triggerall = numexplod(3336) = 0
triggerall = root,sysvar(4) >= 2000
trigger1 = roundstate = 2
id=3336
anim=3336
postype=left;back
pos=ifelse(teamside=2,288,0),200
random=0,0
sprpriority=999
removetime=-1
bindtime=-1
scale = 0.25,0.25
;ontop=1
ownpal=1
vel=0,0
accel=0,0
facing=1
vfacing=1
ignorehitpause=1
supermovetime=99999999
pausemovetime=99999999

[State ]
type = RemoveExplod
triggerall = root,palno = 1
triggerall = ishelper
trigger1 = root,sysvar(4) <= 1999
ID = 3336
ignorehitpause=1

[state ]
type=explod
triggerall = root,palno = 1
triggerall = PlayerIDExist(ID)
triggerall = ishelper
triggerall = numexplod(3335) = 0
triggerall = root,sysfvar(2)
trigger1 = roundstate = 2
id=3335
anim=3335
postype=left;back
pos=ifelse(teamside=2,248,29),211
random=0,0
sprpriority=999
removetime=-1
bindtime=-1
scale = 0.35,0.35
;ontop=1
ownpal=1
vel=0,0
accel=0,0
facing=1
vfacing=1
ignorehitpause=1
supermovetime=99999999
pausemovetime=99999999

[State ]
type=modifyexplod
triggerall = root,palno = 1
triggerall=ishelper
trigger1=root,sysvar(3)=[0,1000]
id=26000
scale=0.5*(1-root,sysvar(3)/990.0),0.5

[State ]
type=modifyexplod
triggerall = root,palno = 1
triggerall=ishelper
trigger1=root,sysvar(3)<0
id=26000
scale=0.5,0.5

[State ]
type=removeexplod
triggerall = root,palno = 1
triggerall=ishelper
trigger1=!root,alive
id=26000

[State ]
type=removeexplod
triggerall = root,palno = 1
triggerall=ishelper
trigger1=!root,sysfvar(0)
id=26200

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;anti-pause
[Statedef 420]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

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

[State ]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 12000,アニメ固定]
type = Changeanim
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

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

[State , 透明化]
type = Assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State , カメラ固定]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State , 無敵]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, BindToRoot]
type = posset
trigger1 = 1
x = 0
y = 30
ignorehitpause = 1
persistent = 1

[State 12000, 時止め解除]
type = Pause
triggerall = ishelper
trigger1 = 1
time = var(0) := 0
movetime = 0
ignorehitpause = 1
[State 12000, 時止め解除]
type = Superpause
triggerall = ishelper
trigger1 = 1
anim = -1
time = var(0) := 0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000, アノマロカリスキラー]
type = Pause
triggerall = gametime % 7 != [2, 6]
triggerall = enemynear,movetype = A
triggerall = !root,var(6)
trigger1 = enemynear(numenemy > 1),movetype = A
time = var(0) := 2
movetime = 2
ignorehitpause = 1
[State 12000, アノマロカリスキラー]
type = Superpause
triggerall = gametime % 7 != [2, 6]
triggerall = enemynear,movetype = A
triggerall = !root,var(6)
trigger1 = enemynear(numenemy > 1),movetype = A
anim = -1
time = var(0) := ifelse(enemynear,name = "Hyper Kung Fu Man", 0, 2)
movetime = ifelse(enemynear,name = "Hyper Kung Fu Man", 0, 2)
darken = 0
p2defmul = 1
ignorehitpause = 1

[State 12000, 超即死＆死亡時時止め]
type = Pause
triggerall = ishelper(420)
trigger1 = !enemy,alive
trigger1 = !enemy(numenemy = 2),alive
trigger2 = roundstate > 2
trigger2 = root,var(6)
time = var(0) := 9999999999999
movetime = 9999999999999
ignorehitpause = 1
[State 12000, 超即死＆死亡時時止め]
type = Superpause
triggerall = ishelper(420)
trigger1 = !enemy,alive
trigger1 = !enemy(numenemy = 2),alive
trigger2 = roundstate > 2
trigger2 = root,var(6)
anim = -1
time = var(0) := 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
ignorehitpause = 1

[State , 強制死の宣告用時止め]
type = Pause
trigger1 = !root,alive
trigger2 = root,anim = [39500,39501]
trigger3 = root,stateno = 4040404
time = var(0) := 9999999999999
movetime = 9999999999999
ignorehitpause = 1
[State , 強制死の宣告用時止め]
type = Superpause
trigger1 = !root,alive
trigger2 = root,anim = [39500,39501]
trigger3 = root,stateno = 4040404
anim = -1
time = var(0) := 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000,変数加算]
type = lifeset
trigger1 = ishelper(420)
trigger1 = RoundState = [3,4]
value = gametime%60 + 1
ignorehitpause = 1

[State 12000, 強制死の宣告用時止め解除]
type = Pause
triggerall = enemy,alive != 0
triggerall = enemy(numenemy = 2),alive != 0
triggerall = ishelper(420)
trigger1 = RoundState = [3,4]
trigger1 = life != gametime%60 + 1
time = var(0) := 0
movetime = 0
ignorehitpause = 1
[State 12000, 強制死の宣告用時止め解除]
type = Superpause
triggerall = enemy,alive != 0
triggerall = enemy(numenemy = 2),alive != 0
triggerall = ishelper(420)
trigger1 = RoundState = [3,4]
trigger1 = life != gametime%60 + 1
anim = -1
time = var(0) := 0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000, ヘルパー消去]
type = Destroyself
triggerall = !(enemynear,name = "assiette")
trigger1 = ishelper(12001)
trigger1 = 1
ignorehitpause = 1

[State 157, ヘルパー消去]
type = DestroySelf
triggerall = ishelper(420)
trigger1   = AnimElemTime(1) > 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;clsn2
[statedef 13001]
type = U
movetype= U
physics = N
velset = 0,0
ctrl = 0
anim = 33001
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 13001, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "God Mizuchi" || !ishelper
value = 1234567
persistent = 256
ignorehitpause = 1

[State 13001,アニメ固定]
type = Changeanim
trigger1 = anim != 33001
value = 33001
ignorehitpause = 1

[State ]
type = Posset
trigger1 = !root,var(6)
X = 0
Y = 10000
ignorehitpause = 1

[State ]
type = Posset
trigger1 = root,var(6)
X = 0
y = 500
ignorehitpause = 1

[State 13001, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 13001, コントロール不可]
type = Ctrlset
trigger1 = ishelper(13001)
value = 0
ignorehitpause = 1

[state 13001]
type = Hitby
trigger1 = 1
value = C,HA
ignorehitpause = 1

[State 13001]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 13001]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;marking (reversaldef type)
[Statedef 1000111]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 10001, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "God Mizuchi" || !ishelper
value = 1234567
persistent = 256
ignorehitpause = 1

[State 10001,ターゲットを保持したら計測開始リセット]
type = Varset
trigger1 = !Numtarget
trigger2 = target,ishelper
sysvar(0) = 0
ignorehitpause = 1
[State 10001,ターゲットを保持したら計測開始]
type = Varadd
trigger1 = Numtarget
trigger1 = !target,ishelper
sysvar(0) = 1
ignorehitpause = 1

[State 10001, ステートタイプ変更]
type = Statetypeset
trigger1 = !(Numtarget&&root,var(6))
statetype = C
movetype = A
physics = N
ignorehitpause = 1

[State 10001, ステートタイプ変更]
type = Statetypeset
trigger1 = (root,var(6)&&!target,ishelper)
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = !(enemynear,name = "scene"||enemy,name = "ArrangeMario")
trigger1 = !root,var(6)
value = 33000
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = !(enemynear,name = "scene"||enemy,name = "ArrangeMario")
trigger1 = root,var(6)
value = 33004
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = (enemynear,name = "scene")
trigger1 = anim != 33000
value = 33000
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = (enemy,name = "ArrangeMario")
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State ]
type = Posset
trigger1 = 1
X = 0
Y = 20
ignorehitpause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "numtarget:%d,v6:%d,sv0:%d"
params = numtarget,root,var(6),sysvar(0)
ignorehitpause = 1

[State 10001,特殊効果]
type = AssertSpecial
trigger1 = ishelper
flag = Invisible
flag2 = Noshadow
flag3 = nojugglecheck
ignorehitpause = 1

[State 10001, コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, カメラ固定]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, 押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, 無敵]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10001, マーキングフラグリセット]
type = Parentvarset
triggerall = !ishelper
trigger1 = roundstate < 1
trigger2 = RoundState = 2
trigger2 = !Numtarget
var(6) = 0
ignorehitpause = 1

[State 10001, マーキングフラグセット]
type = ParentVarset
triggerall = playerIDexist(parent,ID)
triggerall = numtarget
trigger1 = !target,ishelper
var(6) = 1
ignorehitpause = 1

[State 10001, いらないターゲット削除]
type = Targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[State ]
type = reversaldef
triggerall = !(enemy, name="G Mizuchi")
trigger1 = !root,var(6)
trigger1 = gametime%10 = [5,10]
trigger2 = root,var(6)
reversal.attr = SCA,AA,AT,AP
priority = 7,dodge
pausetime = 0,0
hitonce = 1
sparkno = -1
hitsound = -1
p2stateno = 1234567
ignorehitpause = 1

[State ]
type = hitdef
triggerall = !(enemy, name="G Mizuchi")
triggerall = !root,var(6)
trigger1 = gametime%10 = [1,4]
attr = ,AA,AT,AP
hitflag = MAFDHL
guardflag = None
priority = 7,dodge
pausetime = 0,0
hitonce = 1
sparkno = -1
hitsound = -1
p2stateno = 1234567
ignorehitpause = 1

[State 300]
type = ReversalDef
triggerall = enemy, name="G Mizuchi"
trigger1 = ishelper
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 13119 ;he die
p2getp1state = 0
ignorehitpause = 1
persistent = 1
ignorehitpause = 1

[State 10001, 死の宣告]
type = Targetlifeadd
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = (root,anim=2205||root,anim=2206||root,anim=3035)
trigger4 = enemynear,name = "scene"
trigger5 = sysvar(0) >= 1000
trigger5 = gametime%180 = 0
trigger6 = sysvar(0) <= 1000
value = -9999999999999
absolute = 1
ignorehitpause = 1

[State 10001, ゲージ封殺]
type = Targetpoweradd
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = (root,anim=2205||root,anim=2206||root,anim=3035)
trigger4 = enemynear,name = "scene"
trigger5 = sysvar(0) >= 1000
trigger5 = gametime%180 = 0
trigger6 = sysvar(0) <= 1000
value = -9999999999999
ignorehitpause = 1

[State 10001, 超即死投げ邪眼範囲内]
type = Targetstate
triggerall = !(enemynear,name = "G Mizuchi")
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState >= 3
trigger3 = (root,anim=2205||root,anim=2206||root,anim=3035)
trigger4 = enemynear,name = "scene"
trigger5 = sysvar(0) >= 1000
trigger5 = gametime%180 = 0
trigger6 = sysvar(0) <= 1000
value = 1234567
ignorehitpause = 1

[State 1002, 対シーン]
type = Targetvelset
triggerall = numtarget
triggerall = !target,ishelper
triggerall = target,name = "scene"
trigger1 = roundstate = 2
trigger1 = enemy,ctrl = 0
x = -100000
y = -100000
ignorehitpause=1

[State 10001, 速度弄り]
type = Targetvelset
triggerall = !(enemynear,name = "scene")
triggerall = numtarget
triggerall = !target,ishelper
triggerall = target,stateno != 1234567
trigger1 = roundstate != [2, 3]
x = -99
y = -99
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
