;-------------------------------------------------------------------------------------------------------
;立ち弱攻撃
[Statedef 200]
type = S
movetype = A
physics = N
ctrl = 0
anim = 200

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0
[state 0]
type = velmul
trigger1 = 1
x = 0.9
[State 0]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0
[State 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(Random%4)

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = S,NA
damage = 12,1
getpower = 0,0
animtype = light
guardflag = M
hitflag = MAF
priority = 3,Hit
pausetime = 5,5
sparkno = -1
sparkxy = 0,0
hitsound = s400,0
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -1.9,-4
air.type = high
air.velocity = -1.4,-4
air.hittime = 10
air.fall = 1
fall.recover = 1
fall.recovertime = 10
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = movehit
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 63
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 63
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 25
persistent = 0
ignorehitpause = 1

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

;-------------------------------------------------------------------------------------------------------
;立ち中攻撃
[Statedef 210]
type = S
movetype = A
physics = N
ctrl = 0
anim = 210

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0
[state 0]
type = velmul
trigger1 = 1
x = 0.9

[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 1
[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0+(Random%4)
[State 0]
type = PlaySnd
trigger1 = animelem = 7
value = 300, 6

[State 0]
type = hitdef
trigger1 = animelem = 3
attr = S,NA
animtype = midium
damage = 20,1
priority = 5,Hit
getpower = 0,0
guardflag = M
pausetime = 7,7
sparkno = -1
sparkxy = 0,0
hitsound = s400,1
guardsound = s120,0
guard.sparkno = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -1.5,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 15
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 55
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 55
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 80
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 40
persistent = 0
ignorehitpause = 1

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

;-------------------------------------------------------------------------------------------------------
;立ち強攻撃
[Statedef 220]
type = S
movetype = A
physics = N
ctrl = 0
anim = 220

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0
[state 0]
type = velmul
trigger1 = 1
x = 0.85

[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 2
[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 3
[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0+(Random%4)
[State 0]
type = PlaySnd
trigger1 = animelem = 11
value = 300, 6

[state 0]
type = veladd
trigger1 = animelem = 4
x = 5

[State 0]
type = hitdef
trigger1 = root,palno = [1,11]
trigger1 = animelem = 5
attr = S,NA
animtype = hard
damage = 39,1
priority = 5,Hit
getpower = 0,0
guardflag = M
pausetime = 14,14
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guardsound = s120,0
guard.sparkno = -1
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -10.5
air.velocity = -1.5,-6
air.fall = 1
fall.recover = 1
fall.recovertime = 20
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = root,palno = 12
trigger1 = animelem = 5
attr = S,NA
animtype = hard
damage = 39,1
priority = 5,Hit
getpower = 0,0
guardflag = M
pausetime = 14,14
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guardsound = s120,0
guard.sparkno = -1
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -10.5
air.velocity = -1.5,-6
air.fall = 1
fall.recover = 1
fall.recovertime = 20
ID = 200
nochainID = 9999
palfx.Time = 2000000000
palfx.add = 32,64,192
palfx.mul = 64,192,255
palfx.sinadd = 16,32,64,16
palfx.color = 4
p2stateno = 0
p2getp1state = 0

[State 0]
type = helper
trigger1 = root,palno = 12
trigger1 = numhelper(2112) = 0
id = 2112
stateno = 130
keyctrl = 0
ownpal = 0
helpertype = player
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (35 + random%40)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (35 + random%40)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1

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

;-------------------------------------------------------------------------------------------------------
;踵蹴り・移動
[Statedef 250]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 250
sprpriority = 1

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = 100, 0

[state 0]
type = statetypeset
trigger1 = animelem = 5
value = A

[state 0]
type = velset
trigger1 = animelem = 5
x = 4
y = -4

[state 0]
type = veladd
trigger1 = animelem = 5,>=0
y = 0.45

[State 00]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 251

;-------------------------------------------------------------------------------------------------------
;踵蹴り・攻撃
[Statedef 251]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 251

[state 0]
type = posset
trigger1 = time = 0
y = 0

[State 0]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 5

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = S,NA
animtype = hard
damage = 39,1
priority = 5,Hit
getpower = 0,0
guardflag = M
pausetime = 14,14
sparkno = -1
sparkxy = 0,0
hitsound = s400,4
guardsound = s120,0
guard.sparkno = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.velocity = -1.5,-6
air.fall = 1
fall.recover = 1
fall.recovertime = 20
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = movehit
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 55
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 55
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 80
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 40
persistent = 0
ignorehitpause = 1

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

;-------------------------------------------------------------------------------------------------------
;屈み・弱攻撃
[Statedef 400]
type = C
movetype = A
physics = C
ctrl = 0
anim = 400
sprpriority = 1

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 0
[State 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0+(Random%4)

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = C,NA
damage = 12,1
priority = 3,Hit
animtype = Light
hitflag = MAFLD
guardflag = L
getpower = 0,0
pausetime = 5,5
sparkno = -1
sparkxy = ceil(fvar(13)) + 20,ceil(fvar(14)) - 13
hitsound = s400,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.5,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 10
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = movehit
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 13
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 13
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 25
persistent = 0
ignorehitpause = 1

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

;-------------------------------------------------------------------------------------------------------
;屈み・中攻撃
[Statedef 410]
type = C
movetype = A
physics = C
ctrl = 0
anim = 410
sprpriority = 1

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 4
[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0+(Random%4)

[state 0]
type = velset
trigger1 = animelem = 3
x = 4

[State 0]
type = hitdef
trigger1 = animelem = 3
attr = C,NA
damage = 20,1
priority = 5,Hit
animtype = midium
hitflag = MAFLD
guardflag = M
getpower = 0,0
pausetime = 9,9
sparkno = -1
sparkxy = ceil(fvar(13)) + 30,ceil(fvar(14)) - 36
hitsound = s400,3
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -7
air.velocity = -1.5,-5.5
air.fall = 1
fall.recover = 1
fall.recovertime = 15
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = movehit
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 36
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 36
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 80
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 40
persistent = 0
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
value = 40
[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;屈み・強攻撃
[Statedef 420]
type = C
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 420
sprpriority = 1

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 2
[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 3
[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0+(Random%4)
[State 0]
type = PlaySnd
trigger1 = animelem = 9
value = 300, 6

[State 0]
type = hitdef
trigger1 = root,palno = [1,11]
trigger1 = animelem = 3
attr = C,NA
damage = 31,1
priority = 8,Hit
animtype  = hard
hitflag = MAFLD
guardflag = L
pausetime = 14,14
getpower = 100,50
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,0
ground.type = low;trip
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -1,-4.9
guard.velocity = -12
air.velocity = -1,-4.9
yaccel = 0.36
fall = 1
fall.recover = 0
ID = 410
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = root,palno = 12
trigger1 = animelem = 3
attr = C,NA
damage = 31,1
priority = 8,Hit
animtype  = hard
hitflag = MAFLD
guardflag = L
pausetime = 14,14
getpower = 100,50
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,0
ground.type = low;trip
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -1,-4.9
guard.velocity = -12
air.velocity = -1,-4.9
yaccel = 0.36
fall = 1
fall.recover = 0
ID = 410
nochainID = 9999
palfx.Time = 2000000000
palfx.add = 32,64,192
palfx.mul = 64,192,255
palfx.sinadd = 16,32,64,16
palfx.color = 4
p2stateno = 0
p2getp1state = 0

[State 0]
type = helper
trigger1 = root,palno = 12
trigger1 = numhelper(2112) = 0
id = 2112
stateno = 130
keyctrl = 0
ownpal = 0
helpertype = player
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (16 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (16 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1

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

;-------------------------------------------------------------------------------------------------------
;空中弱攻撃
[Statedef 600]
type = A
movetype = A
physics = A
ctrl = 0
anim = 600
sprpriority = 1

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = ctrlset
trigger1 = animelem = 7
value = 1

[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = 300, 0
[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,0+(Random%4)

[State 0]
type = hitdef
trigger1 = animelem = 3
attr = A,NA
damage = 12,1
priority = 5,Hit
guardflag = HA
getpower = 0,0
pausetime = 8,8
sparkno = -1
sparkxy = 0,0
hitsound = s400,0
guard.sparkno = -1
guardsound = s120,0
animtype = light
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
air.velocity = -1,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 10
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = movehit
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 43
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 43
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 25
persistent = 0
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;空中中攻撃
[Statedef 610]
type = A
movetype = A
physics = A
ctrl = 0
anim = 610
sprpriority = 1

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = ctrlset
trigger1 = animelem = 8
value = 1

[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = 300,2
[State 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = 210,0+(Random%4)
[State 0]
type = PlaySnd
trigger1 = animelem = 7
value = 300,6

[State 0]
type = hitdef
trigger1 = animelem = 4
attr = A,NA
damage = 20,1
priority = 5,Hit
guardflag = HA
getpower = 0,0
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound = s400,1
guard.sparkno = -1
guardsound = s120,0
animtype = midium
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5
guard.velocity = -7
air.velocity = -1,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 15
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 55
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 55
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 80
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 40
persistent = 0
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;空中強攻撃
[Statedef 620]
type = A
movetype = A
physics = A
ctrl = 0
anim = 620
sprpriority = 1

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = ctrlset
trigger1 = animelem = 10
value = 1

[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 2
[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 3
[State 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = 220,0+(Random%4)
[State 0]
type = PlaySnd
trigger1 = animelem = 9
value = 300, 6

[State 0]
type = hitdef
trigger1 = root,palno = [1,11]
trigger1 = animelem = 5
attr = A,NA
damage = 31,1
priority = 5,Hit
guardflag = HA
getpower = 100,50
pausetime = 13,13
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -7
guard.velocity = -10
air.velocity = -1,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = root,palno = 12
trigger1 = animelem = 5
attr = A,NA
damage = 31,1
priority = 5,Hit
guardflag = HA
getpower = 100,50
pausetime = 13,13
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -7
guard.velocity = -10
air.velocity = -1,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.Time = 2000000000
palfx.add = 32,64,192
palfx.mul = 64,192,255
palfx.sinadd = 16,32,64,16
palfx.color = 4
p2stateno = 0
p2getp1state = 0

[State 0]
type = helper
trigger1 = root,palno = 12
trigger1 = numhelper(2112) = 0
id = 2112
stateno = 130
keyctrl = 0
ownpal = 0
helpertype = player
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (45 + random%40)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (45 + random%40)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = movecontact
trigger1 = command = "z"
trigger1 = animelem = 5,>=0 && animelem = 8,<=0
value = 630

;-------------------------------------------------------------------------------------------------------
;刃返し
[Statedef 630]
type = A
movetype = A
physics = A
ctrl = 0
anim = 630
sprpriority = 1

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = ctrlset
trigger1 = animelem = 7
value = 1

[State 0]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 2
[State 0]
type = PlaySnd
trigger1 = animelem = 2
value = 300, 3
[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = 300, 6

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = A,NA
damage = 31,1
priority = 5,Hit
guardflag = HA
getpower = 0,0
pausetime = 13,13
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,0
animtype = hard
ground.type = low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -10
guard.velocity = -10
air.velocity = -4,15
fall.yvelocity = -3.0
air.fall = 1
fall.recover = 0
;yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (35 + random%30)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (35 + random%30)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 80
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 40
persistent = 0
ignorehitpause = 1

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

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = hitdef
Trigger1 = Time = 0
attr = S,NT 
hitflag = MAFDHL
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1
p1stateno = 801
p2stateno = 810
fall = 1

[state 0]
type = reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7,hit
pausetime = 0,0
sparkno = -1
hitsound = -1
p1facing = ifelse(command = "holdback", -1, 1) 
p2facing = 1
p1stateno = 801
p2stateno = 810

[State 0]
type = ChangeState
Trigger1 = AnimTime = 0
value = 220

;-------------------------------------------------------------------------------------------------------
[Statedef 801]
type = A
movetype = A
physics = N
anim = 801
juggle  = 0
sprpriority = 2

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = 400, 0
[State 0]
type = PlaySnd
trigger1 = time = 0
value = 800, 0
[State 0]
type = PlaySnd
trigger1 = animelem = 6
value = 300, 2
[State 0]
type = PlaySnd
trigger1 = animelem = 6
value = 300, 3

[state 0]
type = velset
trigger1 = time = 1
x = 2.5
y = -1
[state 0]
type = veladd
trigger1 = animelem = 6,<=0
y = 0.06
[state 0]
type = velset
trigger1 = animelemtime(6) = 1
x = 2
y = -5
[state 0]
type = veladd
trigger1 = animelem = 6,>=1
y = 0.45

[State 0]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0
[state 0]
type = bindtotarget
trigger1 = animelem = 1
pos = 0,27,head
[state 0]
type = targetstate
trigger1 = animelem = 1
value = 810
[State 0]
type = TargetBind
trigger1 = animelem = 6
pos = -77,-pos y

[State 0]
type = hitdef
trigger1 = animelem = 6
attr = A,NA
damage = 43,1
priority = 5,Hit
guardflag = HA
getpower = 0,0
pausetime = 10,13
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,0
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = 0,13
guard.velocity = -13
air.velocity = 0,13
fall = 1
fall.recover = 0
fall.yvelocity = -7.5
yaccel = 0.4
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = time = 1
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = 14,-25
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (35 + random%30)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (35 + random%30)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 80
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 40
persistent = 0
ignorehitpause = 1

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 802

;-------------------------------------------------------------------------------------------------------
;着地
[Statedef 802]
type = S
physics = N
ctrl = 0
anim = 802
velset = 0,0

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 40, 0

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

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

[state 0]
type = turn
trigger1 = time = 0

[State 0]
type = Explod
trigger1 = time = 0
anim = 6001
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0

[State 0]
type = ChangeState
trigger1 = animelem = 2
value = 11
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;Bダッシュ・地上前方
[Statedef 500]
type = S
physics = N
anim = 500
velset = 0,0
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 0]
type = ctrlset
trigger1 = animelem = 2
value = 1

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 500, 0
[State 0]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 1

[State 0]
type = VelSet
trigger1 = animelem = 2
x = 11

[State 0
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 0]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0]
type = Explod
trigger1 = animelem = 3
anim = 6002
id = 3000
sprpriority = 2
postype = p1
pos = -40,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0

[State 0];6010ヘルパーの代わり
type = Explod
trigger1 = time = 0
id = 6010
anim = 6010
sprpriority = 4
pos = -4,-32
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 8
[State 0];6011ヘルパーの代わり
type = Explod
trigger1 = animelem = 2
id = 6011
anim = 6011
sprpriority = 3
pos = 11,-32
postype = p1
ownpal = 1
trans = add
bindtime = 1
vel = -0.5,0
ignorehitpause = 1
pausemovetime = 8

[State 0]
type = Pause
trigger1 = time = 0
time = 6
movetime = 0
anim = -1

[State 04]
type = ChangeState
trigger1 = command != "holdfwd"
trigger1 = time >= 30
trigger2 = time >= 200
value = 501

;-------------------------------------------------------------------------------------------------------
;ダッシュ終了
[Statedef 501]
type = S
physics = N
anim = 501
sprpriority = 1
ctrl = 1

[state 0]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 01]
type = Velmul
trigger1 = 1
x = 0.9

[State 0]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 0]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;Bダッシュ・地上上方
[Statedef 502]
type = S
physics = N
ctrl = 0
anim = 502
velset = 0,0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 0]
type = ctrlset
trigger1 = animelem = 2
value = 1

[State 0]
type = Explod
trigger1 = animelem = 2
anim = 6000
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 500, 0
[State 0]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 1

[state 0]
type = statetypeset
trigger1 = animelem = 2
value = A

[state 0]
type = velset
trigger1 = animelem = 2
x = 5
y = -7
[state 0]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.4

[State 0];6010ヘルパーの代わり
type = Explod
trigger1 = time = 0
id = 6010
anim = 6010
sprpriority = 4
pos = -4,-32
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = Pause
trigger1 = time = 0
time = 20
movetime = 0
anim = -1

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;-------------------------------------------------------------------------------------------------------
;Bダッシュ・空中前方
[Statedef 503]
type = A
physics = N
ctrl = 0
anim = 500
velset = 0,0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 0]
type = ctrlset
trigger1 = animelem = 2
value = 1

[State 0]
type = Explod
trigger1 = animelem = 2
anim = 6000
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 500, 0
[State 0]
type = PlaySnd
trigger1 = animelem = 2
value = 500, 1

[state 0]
type = velset
trigger1 = animelem = 2
x = 12
y = -4
[state 0]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.2

[State 0];6010ヘルパーの代わり
type = Explod
trigger1 = time = 0
id = 6010
anim = 6010
sprpriority = 4
pos = -4,-32
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30
[State 0];6011ヘルパーの代わり
type = Explod
trigger1 = animelem = 2
id = 6011
anim = 6011
sprpriority = 3
pos = 11,-32
postype = p1
ownpal = 1
trans = add
bindtime = 1
vel = -0.5,0
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = Pause
trigger1 = time = 0
time = 20
movetime = 0
anim = -1

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 504

;-------------------------------------------------------------------------------------------------------
;着地
[Statedef 504]
type = S
physics = N
anim = 101
sprpriority = 1
ctrl = 1

[state 0]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 40, 0

[state 0]
type = velset
trigger1 = time = 0
y = 0

[state 0]
type = posset
trigger1 = time = 0
y = 0

[State 0]
type = Velmul
trigger1 = 1
x = 0.9

[State 0]
type = Explod
trigger1 = time = 0
anim = 6001
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 0]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 0]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;Bダッシュ・空中下方
[Statedef 505]
type = A
physics = N
ctrl = 0
anim = 505

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 0]
type = ctrlset
trigger1 = animelem = 2
value = 1

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 500, 0

[state 0]
type = velset
trigger1 = time = 0
y = 0
[state 0]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.35

[State 0];6010ヘルパーの代わり
type = Explod
trigger1 = time = 0
id = 6010
anim = 6010
sprpriority = 4
pos = -8,-62
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = Pause
trigger1 = time = 0
time = 25
movetime = 0
anim = -1

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;-------------------------------------------------------------------------------------------------------
;Bダッシュ・空中上方
[Statedef 506]
type = A
physics = N
ctrl = 0
anim = 506
velset = 0,0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 0]
type = ctrlset
trigger1 = animelem = 2
value = 1

[State 0]
type = Explod
trigger1 = animelem = 2
anim = 6000
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 00]
type = PlaySnd
trigger1 = time = 0
value = 500, 0

[state 0]
type = velset
trigger1 = animelem = 2
x = 4
y = -11

[state 0]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.35

[State 0];6010ヘルパーの代わり
type = Explod
trigger1 = time = 0
id = 6010
anim = 6010
sprpriority = 4
pos = -4,-32
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = Pause
trigger1 = time = 0
time = 25
movetime = 0
anim = -1

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Pチャージ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 510]
type = S
physics = N
anim = 510
velset = 0,0
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = PlaySnd
trigger1 = time = 0
trigger1 = prevstateno != 511
value = 510,0
[State 0]
type = PlaySnd
trigger1 = time = 0
value = 510,1
[State 0]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = time >= 32
value = 510,2

[State 0];6020ヘルパーの代わり
type = Explod
trigger1 = time = 0
id = 6020
anim = 6020
sprpriority = 4
pos = 0,0
postype = p1
ownpal = 1
trans = add
bindtime = -1
scale = 2.0,2.0
ignorehitpause = 1
pausemovetime = 8
[state 0]
type = Helper
trigger1 = time = 0
trigger2 = animelem = 2
trigger2 = time >= 32
id = 6021
name = "efe1"
pos = 0,0
postype = p1
stateno = 130;6021
helpertype = player
pausemovetime = 8
keyctrl = 0 
ownpal = 1

[state 0]
type = parentvaradd
trigger1 = time >= 32
v = 58
value = 10

[State 0]
type = ChangeState
trigger1 = command != "おしっぱなしb"
trigger1 = time >= 32
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;超回復
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 520]
type = S
physics = N
anim = 520
velset = 0,0
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 2300, 0
[State 0]
type = PlaySnd
trigger1 = animelem = 4
value = 530, 0

[state 0]
type = Helper
trigger1 = time = 0
id = 525
name = "efe1"
pos = 0,0
postype = p1
stateno = 130;525
helpertype = player
pausemovetime = 8
keyctrl = 0 
ownpal = 1
[state 0]
type = Helper
trigger1 = animelem = 6
id = 526;525
name = "efe1"
pos = 0,0
postype = p1
stateno = 130;526
helpertype = player
pausemovetime = 8
keyctrl = 0 
ownpal = 1

[state 0]
type = parentvaradd
trigger1 = time >= 32
v = 59
value = -2

[State 0]
type = ChangeState
trigger1 = time >= 108
value = 521

;-------------------------------------------------------------------------------------------------------
;超回復・終了
[Statedef 521]
type = S
physics = N
anim = 521
velset = 0,0
sprpriority = 1
ctrl = 0

[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Bカウンター
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 530]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 530

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = posset
trigger1 = time = 0
y = 0

[state 0]
type = nothitby
trigger1 = animelem = 7,<=0
value = SCA
time = 1

[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = 530, 1
[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = 500, 0

[state 0]
type = velset
trigger1 = animelem = 4
x = 4

[State 0]
type = Pause
trigger1 = animelem = 3
time = 16
movetime = 0
anim = -1

[State 0];6010ヘルパーの代わり
type = Explod
trigger1 = animelem = 3
id = 6010
anim = 6010
sprpriority = 4
pos = -4,-52
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 16

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = S,NA
animtype = up
damage = 0
priority = 10,Hit
getpower = 0,0
guardflag = M
pausetime = 14,14
sparkno = -1
sparkxy = 0,0
hitsound = s400,4
guardsound = s120,0
guard.sparkno = -1
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -0.5,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.velocity = -0.5,-9
fall = 1
fall.recover = 0
fall.recovertime = 20
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = movehit
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 55
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - 55
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = ChangeState
triggerall = ishelper(7777)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Bエスケープ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 535]
type = A
physics = N
ctrl = 0
anim = 122
velset = 0,0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state 0]
type = playerpush
trigger1 = 1
value = 0

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 520, 0
[State 0]
type = PlaySnd
trigger1 = time = 0
value = 520, 1

[state 0]
type = velset
trigger1 = time = 0
x = 7
y = -4
[state 0]
type = velset
trigger1 = time = 0
trigger1 = command = "holdback"
x = -7
y = -4
[state 0]
type = veladd
trigger1 = 1
y = 0.3

[State 0]
type = Pause
trigger1 = time = 0
time = 8
movetime = 0
anim = -1

[state 0]
type = Helper
trigger1 = time = 0
id = 6030
name = "efe1"
pos = -4,-62
postype = p1
stateno = 130;6030
helpertype = player
pausemovetime = 30
keyctrl = 0 
ownpal = 1

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 504

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;凪風
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1000]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = nothitby
trigger1 = animelem = 4,<=0
value = SCA
time = 1

[state 0]
type = playsnd
trigger1 = animelem = 4
value = 1000,0
[state 0]
type = playsnd
trigger1 = animelem = 5
value = 1000,1

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0
[state 0]
type = veladd
trigger1 = animelem = 4
x = 8
[state 0]
type = velmul
trigger1 = 1
x = 0.9

[State 0]
type = Explod
trigger1 = animelem = 4
anim = 6040
id = 3000
sprpriority = 4
postype = p1
pos = 115,-27
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
trans = addalpha
alpha = 256,256
[State 0]
type = Explod
trigger1 = animelem = 4
anim = 6040
id = 3000
sprpriority = 4
postype = p1
pos = 110,-98
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
trans = addalpha
alpha = 256,256
[State 0]
type = Explod
trigger1 = animelem = 5
anim = 6040
id = 3000
sprpriority = 4
postype = p1
pos = 120,-54
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
trans = addalpha
alpha = 256,256
[State 0]
type = Explod
trigger1 = animelem = 5
anim = 6040
id = 3000
sprpriority = 4
postype = p1
pos = 75,-123
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
trans = addalpha
alpha = 256,256
[State 0]
type = Explod
trigger1 = animelem = 6
anim = 6040
id = 3000
sprpriority = 4
postype = p1
pos = -36,-105
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
trans = addalpha
alpha = 256,256

[State 0]
type = hitdef
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
attr = S,SA
damage = 31,1
priority = 5,Hit
animtype = hard
hitflag = MAF
guardflag = M
getpower = 30,15
pausetime = 9,9
sparkno = -1
sparkxy = 0,0
hitsound = s400,3
guard.sparkno = -1
guardsound = s120,1
ground.type = head
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -7
air.velocity = -1.5,-5.5
air.fall = 1
fall.recover = 1
fall.recovertime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = movehit
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (55 + random%20)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (55 + random%20)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 80
;persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 40
;persistent = 0
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = command = "中月華"
trigger1 = movecontact
value = 1201
[state 0]
type = changestate
trigger1 = movecontact
trigger1 = command = "holdup"
value = 40
[state 0]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;月華・弱
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1200]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0
[state 0]
type = veladd
trigger1 = animelem = 6
x = 7
[state 0]
type = velmul
trigger1 = animelem = 6,<=0
x = 0.9

[State 0]
type = Explod
trigger1 = animelem = 6
anim = 6002
id = 3000
sprpriority = 4
postype = p1
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 0]
type = changestate
trigger1 = animtime = 0
value = 1205

;-------------------------------------------------------------------------------------------------------
;月華・弱・攻撃
[Statedef 1205]
type = A
movetype = A
physics = N
velset = 5,-8
anim = 1205
sprpriority = 1
ctrl = 0

[state 0]
type = ctrlset
trigger1 = animelem = 7
value = 1

[state 0]
type = playsnd
trigger1 = animelem = 1
value = 1200,0
[state 0]
type = playsnd
trigger1 = animelem = 3
value = 1200,1
[state 0]
type = playsnd
trigger1 = animelem = 3
value = 300,3

[state 0]
type = veladd
trigger1 = 1
y = 0.45

[State 0]
type = hitdef
trigger1 = animelem = 3
attr = A,SA
damage = 55,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 80,40
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -1.5,-7
guard.velocity = -10
air.velocity = -1,-7
fall = 1
fall.recover = 1
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 80
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 40
persistent = 0
ignorehitpause = 1

[state 0];エフェクト1
type = Helper
trigger1 = animelem = 3
id = 6050
name = "hit2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 130;6050
helpertype = player
pausemovetime = 30
keyctrl = 0 
ownpal = 1
pausemovetime = 30
[State 0];6051ヘルパーの代わり
type = Explod
trigger1 = animelem = 3
id = 6051
anim = 6051
sprpriority = 5
pos = 0,-60
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210

;-------------------------------------------------------------------------------------------------------
;着地
[Statedef 1210]
type = S
physics = N
ctrl = 0
anim = 1210
velset = 0,0

[state 0]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 1206
trigger2 = prevstateno = 1250
trigger2 = var(5) = 1
value = 1211
[state 0]
type = changeanim
triggerall = time = 0
trigger1 = anim = 1211
trigger1 = var(5) = 1
trigger2 = prevstateno = 1250
trigger2 = var(5) = 2
trigger3 = prevstateno = 1421
trigger4 = prevstateno = 1102
value = 1212

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 40,0
[State 0]
type = PlaySnd
triggerall = animelem = 2
trigger1 = prevstateno = 1206
trigger2 = prevstateno = 1250
trigger2 = var(5) != 0
trigger3 = prevstateno = 1421
trigger4 = prevstateno = 1102
value = 300, 6
[State 0]
type = PlaySnd
triggerall = animelem = 2
trigger1 = prevstateno = 1206
trigger2 = prevstateno = 1250
trigger2 = var(5) != 0
trigger3 = prevstateno = 1421
trigger4 = prevstateno = 1102
value = 300, 6

[State 0]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0]
type = Explod
trigger1 = time = 0
anim = 6001
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;月華・中、強
[Statedef 1201]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1201
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

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

[state 0]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1202

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0

[State 0]
type = Explod
trigger1 = animtime = 0
anim = 6002
id = 3000
sprpriority = 4
postype = p1
pos = -20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 0]
type = Explod
trigger1 = animtime = 0
anim = 6002
id = 3000
sprpriority = 4
facing = -1
postype = p1
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 0]
type = changestate
trigger1 = animtime = 0
value = 1206
;-------------------------------------------------------------------------------------------------------
;月華・中、強・攻撃
[Statedef 1206]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1206
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1207

[state 0]
type = playsnd
trigger1 = animelem = 1
value = 1200,0
[state 0]
type = playsnd
trigger1 = animelem = 3
value = 1200,1
[state 0]
type = playsnd
trigger1 = animelem = 3
value = 300,3

[state 0]
type = velset
trigger1 = time = 0
trigger1 = var(5) = 0
x = 3
y = -8
[state 0]
type = velmul
trigger1 = animelem = 6
trigger1 = var(5) = 0
x = 0.8
[state 0]
type = veladd
trigger1 = var(5) = 0
y = 0.45
[state 0]
type = velset
trigger1 = time = 0
trigger1 = var(5) = 1
x = 3
y = -13
[state 0]
type = velset
trigger1 = animelem = 4
trigger1 = var(5) = 1
x = -1.5
[state 0]
type = velmul
trigger1 = animelem = 5,<=0
trigger1 = animelem = 3,>=0
trigger1 = var(5) = 1
y = 0.9
[state 0]
type = veladd
trigger1 = var(5) = 1
y = 0.35

[State 0]
type = hitdef
trigger1 = animelem = 3
trigger1 = var(5) = 0
attr = A,SA
damage = 90,1
priority = 8, Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -1.5,-7
guard.velocity = -10
air.velocity = -1,-7
fall = 1
fall.recover = 1
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = animelem = 3
trigger1 = var(5) = 1
attr = A,SA
damage = 55,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = 0,12
guard.velocity = -10
air.velocity = 0,14
fall = 1
fall.recover = 0
fall.yvelocity = -12.5
yaccel = 0.43
fall.yaccel = 0.43
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
;persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
;persistent = 0
ignorehitpause = 1

[state 0]
type = Helper
trigger1 = movehit = 1
trigger1 = var(5) = 1
id = 1220
name = "hit"
pos = 0, -70
postype = p1
stateno = 130;1220
helpertype = player
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
[state 0];エフェクト1
type = Helper
trigger1 = animelem = 3
id = 6050
name = "hit2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 130;6050
helpertype = player
pausemovetime = 30
keyctrl = 0 
ownpal = 1
pausemovetime = 30
[State 0];6051ヘルパーの代わり
type = Explod
trigger1 = animelem = 3
id = 6051
anim = 6051
sprpriority = 5
pos = 0,-60
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;月華（空中版）
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1250]
type = A
movetype = A
physics = N
anim = 1250
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = ctrlset
trigger1 = animelem = 10
trigger1 = var(5) != 2
value = 1

[state 0]
type = varset
trigger1 = time = 0
v = 5
value = 0
[state 0]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1
[state 0]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
v = 5
value = 2
[state 0]
type = varset
trigger1 = root,var(30) = 1
v = 5
value = 2

[state 0]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1251
[state 0]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 2
value = 1252

[state 0]
type = playsnd
trigger1 = animelem = 3
value = 1200,0
[state 0]
type = playsnd
trigger1 = animelem = 4
value = 1200,1
[state 0]
type = playsnd
trigger1 = animelem = 4
value = 300,3

[state 0]
type = velset
trigger1 = time = 0
y = 0
[state 0]
type = velset
trigger1 = time = 0
trigger1 = var(5) != 0
x = 0
[state 0]
type = velset
trigger1 = time = 0
trigger1 = var(5) = 0
y = -5
[state 0]
type = veladd
trigger1 = var(5) = 0
y = 0.4
[state 0]
type = velset
trigger1 = time = 0
trigger1 = var(5) = 1
x = 2.4
y = -7
[state 0]
type = veladd
trigger1 = var(5) = 1
y = 0.35
[state 0]
type = velmul
trigger1 = animelem = 6
trigger1 = var(5) = 1
x = 0.8
[state 0]
type = velset
trigger1 = animelem = 3
trigger1 = var(5) = 2
x = 3
y = -8
[state 0]
type = velset
trigger1 = animelem = 5
trigger1 = var(5) = 2
x = -1.5
[state 0]
type = velmul
trigger1 = animelem = 7,<=0
trigger1 = animelem = 5,>=0
trigger1 = var(5) = 2
y = 0.9
[state 0]
type = veladd
trigger1 = var(5) = 2
y = 0.35

[State 0]
type = hitdef
trigger1 = animelem = 4
trigger1 = var(5) = 0
attr = A,SA
damage = 31,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -1.5,-7
guard.velocity = -10
air.velocity = -1,-7
fall = 1
fall.recover = 1
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = animelem = 4
trigger1 = var(5) = 1
attr = A,SA
damage = 90,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -3,12
guard.velocity = -10
air.velocity = -3,12
fall = 1
fall.recover = 0
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = animelem = 4
trigger1 = var(5) = 2
attr = A,SA
damage = 55,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = 0,12
guard.velocity = -10
air.velocity = 0,14
fall = 1
fall.recover = 0
fall.yvelocity = -12.5
yaccel = 0.43
fall.yaccel = 0.43
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
;persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
;persistent = 0
ignorehitpause = 1

[state 0]
type = Helper
trigger1 = movehit = 1
trigger1 = var(5) = 2
id = 1220
name = "hit"
pos = 0, -70
postype = p1
stateno = 130;1220
helpertype = player
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
[state 0];エフェクト1
type = Helper
trigger1 = animelem = 4
id = 6050
name = "hit2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 130;6050
helpertype = player
pausemovetime = 30
keyctrl = 0 
ownpal = 1
pausemovetime = 30
[State 0];6051ヘルパーの代わり
type = Explod
trigger1 = animelem = 4
id = 6051
anim = 6051
sprpriority = 5
pos = 0,-60
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[state 0]
type = changestate
trigger1 = var(5) = 0
trigger1 = command = "中月華" ||command = "強月華"
trigger1 = movecontact
value = 1250
[State 00]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;息吹
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1400]
type = S
movetype = A
physics = N
anim = 1400
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = varset
trigger1 = time = 0
v = 5
value = 0
[state 0]
type = varset
trigger1 = movecontact
trigger1 = animelem = 5,>=0
trigger1 = command = "holdback" && command = "z"
v = 5
value = 1
[state 0]
type = varset
trigger1 = movecontact
trigger1 = animelem = 5,>=0
trigger1 = command = "holdfwd" && command = "z"
v = 5
value = 2

[state 0]
type = nothitby
trigger1 = animelem = 4,<=0
value = SCA
time = 1

[state 0]
type = playsnd
trigger1 = animelem = 3
value = 1400,0
[state 0]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 5
value = 300,1
[state 0]
type = playsnd
trigger1 = animelem = 3
value = 300,2
[state 0]
type = playsnd
trigger1 = animelem = 9
value = 300,6

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0
[state 0]
type = velmul
trigger1 = 1
x = 0.9

[State 0];6060ヘルパーの代わり
type = Explod
trigger1 = animelem = 2
id = 6060
anim = 6060
sprpriority = 3
pos = 0,0
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30
[State 0]
type = ModifyExplod
trigger1 = animelem = 2
ID = 6060
pos = 20,0
vel = 2,-1
ignorehitpause = 1
[State 0];6061ヘルパーの代わり
type = Explod
trigger1 = animelem = 2
id = 6061
anim = 6061
sprpriority = 3
pos = 0,0
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = hitdef
trigger1 = animelem = 3
attr = S,SA
damage = 31,1
priority = 7,Hit
animtype = hard
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 6,6
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = 0
air.velocity = -0.5,-3.
air.fall = 1
fall.recover = 1
fall.recovertime = 20
yaccel = 0.45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = animelem = 5
attr = S,SA
damage = 31,1
priority = 7,Hit
animtype = hard
hitflag = MAF
guardflag = MA
getpower = 0,0
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
ground.type = low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -1.5,-5.5
yaccel = 0.45
air.fall = 1
fall.recover = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (50 + random%30)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (50 + random%30)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 50
;persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 25
;persistent = 0
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = animelem = 7,>=0
trigger1 = var(5) = 1
value = 1410
[state 0]
type = changestate
trigger1 = animelem = 7,>=0
trigger1 = var(5) = 2
value = 1420
[state 0]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;紫重閃
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1410]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1410
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = playerpush
trigger1 = 1
value = 0

[state 0]
type = playsnd
trigger1 = animelem = 2
value = 1410,0
[state 0]
type = playsnd
trigger1 = animelem = 2
value = 300,2
[state 0]
type = playsnd
trigger1 = animelem = 6
value = 1410,1
[state 0]
type = playsnd
trigger1 = animtime = 0
value = 300,6

[state 0]
type = velset
trigger1 = animelem = 2
x = 16
[state 0]
type = velmul
trigger1 = animelem = 4,>=0
trigger1 = animelem = 5,<=0
x = 0.85
[state 0]
type = velset
trigger1 = animelem = 5
x = 0
[state 0]
type = velset
trigger1 = animelem = 6
x = -14
[state 0]
type = velmul
trigger1 = animelem = 7,>=0
x = 0.85

[State 0]
type = Explod
trigger1 = animelem = 2
anim = 6002
id = 3000
sprpriority = 4
postype = p1
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 0]
type = Explod
trigger1 = animelem = 6
anim = 6002
id = 3000
sprpriority = 4
postype = p1
pos = 30,0
facing = -1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 0];6062ヘルパーの代わり
type = Explod
trigger1 = animelem = 2
id = 6062
anim = 6062
sprpriority = 3
pos = 40,0
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30
[State 0];6063ヘルパーの代わり
type = Explod
trigger1 = animelem = 6
id = 6063
anim = 6063
sprpriority = 2
pos = -20,0
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = S,SA
damage = 55,1
priority = 7,Hit
animtype = hard
hitflag = MAF
guardflag = L
getpower = 0,0
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
hitsound = s400,1
guard.sparkno = -1
guardsound = s120,1
ground.type = low
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -8
air.velocity = -0.5,-4.5
air.fall = 1
fall.recover = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = animelem = 6
attr = S,SA
damage = 62,1
priority = 7,Hit
animtype = hard
hitflag = MAF
guardflag = MA
getpower = 0,0
pausetime = 13,13
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
ground.type = low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = 0,-10
guard.velocity = 7
air.velocity = 0,-10.5
fall = 1
fall.recover = 0
fall.recovertime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (20 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (20 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
;persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
;persistent = 0
ignorehitpause = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;桜月華
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1420]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1420
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = Explod
trigger1 = animtime = 0
anim = 6002
id = 3000
sprpriority = 4
postype = p1
pos = -20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 0]
type = Explod
trigger1 = animtime = 0
anim = 6002
id = 3000
sprpriority = 4
facing = -1
postype = p1
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[state 0]
type = changestate
trigger1 = animtime = 0
value = 1421

;-------------------------------------------------------------------------------------------------------
;桜月華・攻撃
[Statedef 1421]
type = A
movetype = A
physics = N
anim = 1421
sprpriority = 1
ctrl = 0

[state 0]
type = playsnd
trigger1 = animelem = 1
value = 1200,0
[state 0]
type = playsnd
trigger1 = animelem = 2
value = 1200,1
[state 0]
type = playsnd
trigger1 = animelem = 2
value = 300,3

[state 0]
type = velset
trigger1 = animelem = 1
x = 7
y = -8
[state 0]
type = velset
trigger1 = animelem = 3
x = -1.5
[state 0]
type = velmul
trigger1 = animelem = 5,<=0
trigger1 = animelem = 3,>=0
y = 0.9
[state 0]
type = veladd
trigger1 = 1
y = 0.35

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = A,SA
damage = 74,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -1.5,-7
guard.velocity = -10
air.velocity = -1,-7
fall = 1
fall.recover = 1
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1

[state 0];エフェクト1
type = Helper
trigger1 = animelem = 2
id = 6050
name = "hit2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 130;6050
helpertype = player
pausemovetime = 30
keyctrl = 0 
ownpal = 1
pausemovetime = 30
[State 0];6051ヘルパーの代わり
type = Explod
trigger1 = animelem = 2
id = 6051
anim = 6051
sprpriority = 5
pos = 0,-60
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[state 0]
type = targetstate
trigger1 = numtarget
trigger1 = movehit = 1
value = 1230

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;椿
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1300]
type = S
movetype = A
physics = N
anim = 1300
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = varset
trigger1 = time = 0
v = 5
value = 0
[state 0]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1
[state 0]
type = varset
trigger1 = root,var(30) = 1
v = 5
value = 1
[state 0]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
v = 5
value = 2

[state 0]
type = playsnd
trigger1 = animelem = 4
value = 1400,0
[state 0]
type = playsnd
trigger1 = animelem = 5
value = 1300,0

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0
[state 0]
type = velmul
trigger1 = 1
x = 0.9

[State 0]
type = hitdef
trigger1 = animelem = 8
attr = S,SA
damage = 39,1
priority = 7,Hit
animtype = hard
hitflag = MAFPD
guardflag = MA
getpower = 0,0
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound = s400,1
guard.sparkno = -1
guardsound = s120,1
ground.type = low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -7
air.velocity = -0.5,-4.5
air.fall = 1
fall.recover = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (10 + random%20)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (10 + random%20)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 25
persistent = 0
ignorehitpause = 1

[state a];
type = Helper
trigger1 = animelemtime(8) = 1
id = 6070
name = "tubaki"
sprpriority = 5;2
pos = 100,0
postype = p1
stateno = 130;6070
helpertype = player
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;枯れ椿
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 260]
type = S
movetype = A
physics = N
anim = 1300
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = playsnd
trigger1 = animelem = 4
value = 1400,0
[state 0]
type = playsnd
trigger1 = animelem = 5
value = 1300,0

[state 0]
type = velset
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0
[state 0]
type = velmul
trigger1 = 1
x = 0.9

[state a];
type = Helper
trigger1 = animelemtime(8) = 1
id = 6070
name = "tubaki"
sprpriority = 5;2
pos = 100,0
postype = p1
stateno = 130;6070
helpertype = player
pausemovetime = 0
keyctrl = 0 
ownpal = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;春風
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1100]
type = A
movetype = A
physics = N
anim = 1100
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = nothitby
trigger1 = animelem = 3,<=0
value = SCA
time = 1

[state 0]
type = playsnd
trigger1 = time = 0
value = 1100,0

[state 0]
type = velset
trigger1 = time = 0
x = -3
y = -6
[state 0]
type = veladd
trigger1 = 1
y = 0.45

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1101

;-------------------------------------------------------------------------------------------------------
;春風・スライディング
[Statedef 1101]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1101
sprpriority = 1
ctrl = 0

[state 0]
type = posset
trigger1 = time = 0
y = 0

[state 0]
type = playsnd
trigger1 = animelem = 1
value = 40,0
[state 0]
type = playsnd
trigger1 = animelem = 3
value = 1100,1

[state 0]
type = velset
trigger1 = animelem = 3
x = 14
[state 0]
type = velmul
trigger1 = 1
x = 0.95

[State 0]
type = Explod
trigger1 = animelem = 1
anim = 6001
id = 3000
sprpriority = 4
postype = p1
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 0]
type = Explod
trigger1 = animelem = 4
anim = 6002
id = 3000
sprpriority = 4
postype = p1
pos = -10,0
facing = -1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 0]
type = hitdef
trigger1 = animelem = 3
attr = C,SA
damage = 31,1
priority = 7,Hit
animtype = hard
hitflag = MAFPD
guardflag = L
getpower = 0,0
pausetime = 11,11
sparkno = -1
sparkxy = 0,0
hitsound = s400,3
guard.sparkno = -1
guardsound = s120,1
ground.type = low
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -2,-3
air.velocity = -0.5,-4.5
yaccel = 0.2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = Explod
trigger1 = movehit
anim = 22109 + var(35)
id = 22109
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - random%10
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - random%10
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = movecontact || animelem = 3,<=0
trigger1 = command = "x"
value = 1110
[state 0]
type = changestate
trigger1 = movecontact || animelem = 3,<=0
trigger1 = command = "y"
value = 410
[state 0]
type = changestate
trigger1 = movecontact || animelem = 3,<=0
trigger1 = command = "z"
value = 420
[state 0]
type = changestate
trigger1 = time = 25
value = 1102

;-------------------------------------------------------------------------------------------------------
;春風・ジャンプ攻撃
[Statedef 1102]
type = A
movetype = A
physics = N
velset = 3,-7.5
anim = 1102
sprpriority = 1
ctrl = 0

[state 0]
type = playsnd
trigger1 = animelem = 2
value = 220,0+(Random%3)
[state 0]
type = playsnd
trigger1 = animelem = 2
value = 300,2

[state 0]
type = veladd
trigger1 = 1
y = 0.42

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = A,SA
damage = 55,1
priority = 8,Hit
hitflag = MAF
guardflag = HA
getpower = 100,50
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -4,10
guard.velocity = -10
air.velocity = -4,10
fall = 1
fall.recover = 0
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (25 + random%20)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (25 + random%20)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 0]
type = parentvaradd
trigger1 = movehit = 1
v = 58
value = 100
persistent = 0
ignorehitpause = 1
[State 0]
type = parentvaradd
trigger1 = moveguarded = 1
v = 58
value = 50
persistent = 0
ignorehitpause = 1

[State 0]
type = Explod
trigger1 = time = 0
anim = 6000
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 0];6080ヘルパーの代わり
type = Explod
trigger1 = animelem = 2
id = 6080
anim = 6080
sprpriority = 3
pos = 40,-20
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;春風・舞
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1110]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1110
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[state 0]
type = posset
trigger1 = time = 0
y = 0

[state 0]
type = playerpush
trigger1 = 1
value = 0

[state 0]
type = nothitby
trigger1 = animelem = 8,<=0
value = SCA
time = 1

[state 0]
type = playsnd
trigger1 = animelem = 1
value = 520,0
[state 0]
type = playsnd
trigger1 = animelem = 1
value = 1000,1

[state 0]
type = Helper
trigger1 = time = 0
id = 1111
name = "efe"
pos = 0,0
postype = p1
stateno = 130;1111
helpertype = player
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state 0]
type = velset
trigger1 = time = 0
x = 11
[state 0]
type = velmul
trigger1 = 1
x = 0.93

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;椿・乱
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2000]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2000
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = parentvaradd
trigger1 = 1
v = 58
value = -1000
persistent = 0
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = animelem = 6,<=0
value = SCA

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 2000,0
[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = 1300,0

[State 0]
type = Explod
trigger1 = animelem = 1,= 0
anim = 22173
id = 22173
sprpriority = 5
postype = p1
pos = -5,-65
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = Explod
trigger1 = animelem = 1,= 10
anim = 22174
id = 22174
sprpriority = -1
postype = p1
pos = -5,-65
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = Explod
trigger1 = animelem = 1,= 0
anim = 22193
id = 22193
sprpriority = -1
postype = p1
pos = -5,-65
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 1,= 10
id = 6510
stateno = 130
postype = p1
pos = -5,-65
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 1,= 20
id = 6511
stateno = 130
postype = p1
pos = -5,-65
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 1,= 30
id = 6512
stateno = 130
postype = p1
pos = -5,-85
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = 1
id = 6520
stateno = 130
postype = back
pos = 320,0
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = pause
trigger1 = 1
time = 39
movetime = 39
persistent = 0
ignorehitpause = 1
[State 0]
type = posfreeze
trigger1 = animelem = 1
value = 39
persistent = 0
IgnoreHitPause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = s2566,0
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = s2566,1
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = s2566,2
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = s2566,4
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = s2566,5
volume = 255
ignorehitpause = 1

[State 0]
type = hitdef
trigger1 = animelem = 8
attr = S,HA
damage = 59,1
priority = 7,Hit
animtype = hard
hitflag = MAF
guardflag = MA
getpower = 0,0
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound = s400,1
guard.sparkno = -1
guardsound = s120,1
ground.type = low
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -7
air.velocity = -0.5,-4.5
air.fall = 1
fall.recover = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ID = 200
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = movehit
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (10 + random%20)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = moveguarded
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (10 + random%20)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[state 0]
type = Helper
trigger1 = animelemtime(8) = 1
id = 2006;2005
sprpriority = 2
pos = 0,0;100,0
postype = p1
stateno = 130;2005
helpertype = player
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 0]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;月光華
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2100]
type = S
movetype = I
physics = N
velset = 0,0
anim = 2100
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = parentvaradd
trigger1 = 1
v = 58
value = -1000
persistent = 0
ignorehitpause = 1

[State 0]
type = Explod
trigger1 = animelem = 5,= 0
anim = 22173
id = 22173
sprpriority = 5
postype = p1
pos = -5,-85
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = Explod
trigger1 = animelem = 5,= 10
anim = 22174
id = 22174
sprpriority = -1
postype = p1
pos = -5,-85
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = Explod
trigger1 = animelem = 5,= 0
anim = 22193
id = 22193
sprpriority = -1
postype = p1
pos = -5,-85
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 5,= 10
id = 6510
stateno = 130
postype = p1
pos = -5,-85
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 5,= 20
id = 6511
stateno = 130
postype = p1
pos = -5,-85
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 5,= 30
id = 6512
stateno = 130
postype = p1
pos = -5,-85
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = 1
id = 6520
stateno = 130
postype = back
pos = 320,0
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = pause
trigger1 = 1
anim = -1
time = 62
movetime = 62
persistent = 0
ignorehitpause = 1
[State 0]
type = posfreeze
trigger1 = animelem = 5
value = 39
persistent = 0
IgnoreHitPause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = s2566,0
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = s2566,1
volume = 255
ignorehitpause = 1
[State 0];
type = PlaySnd
trigger1 = animelem = 5
value = s2566,2
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = s2566,3
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = s2566,4
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 5
value = s2566,5
volume = 255
ignorehitpause = 1

[State 0]
type = null;PlaySnd
trigger1 = time = 0
value = 2100,0
[State 0]
type = null;PlaySnd
trigger1 = animelem = 4
trigger2 = animtime = 0
value = 1000,1

[State 0] 
type = changeState
trigger1 = animtime = 0
value = 2101

;-------------------------------------------------------------------------------------------------------
;月光花2
[Statedef 2101]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2101
sprpriority = 1
ctrl = 0

[State 0]
type = PlaySnd
trigger1 = Time = 0
value = 2566,11
volume = 250
[State 0]
type = PlaySnd
trigger1 = time = 0
value = 510,0

[State 0]
type = Explod
trigger1 = Time = 0
anim = 23038
id = 23038
sprpriority = 11
postype = p1
pos = 0,-60
bindtime = -1
removetime = 115
under = 0
ownpal = 1

[State 0]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 23039
id = 23039
sprpriority = 11
postype = p1
pos = 0,-60
random = 240,240
bindtime = -1
removetime = 12
under = 0
ownpal = 1

[State 0]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 23040
id = 23040
sprpriority = 11
postype = p1
pos = 0,-60
random = 240,240
bindtime = -1
removetime = 7
under = 0
ownpal = 1

[State 0]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 23041
id = 23041
sprpriority = 11
postype = p1
pos = 0,-60
random = 240,240
bindtime = -1
removetime = 22
under = 0
ownpal = 1

[State 0]
type = Explod
trigger1 = time = 0
anim = 23042
id = 23042
sprpriority = -1
postype = p1
pos = 0,-60
bindtime = -1
removetime = 115
under = 0
ownpal = 1

[State 0]
type = Explod
trigger1 = time = 0
anim = 23043
id = 23043
sprpriority = 3
postype = p1
pos = 10,0
bindtime = -1
removetime = 115
under = 0
ownpal = 1

[State 0]
type = Explod
trigger1 = time = 0
anim = 23044
id = 23043
sprpriority = 3
postype = p1
pos = -20,0
bindtime = -1
removetime = 115
under = 0
ownpal = 1

[State 0]
type = Explod
trigger1 = time = 0
anim = 23045
id = 23043
sprpriority = 1
postype = p1
pos = -7,3
bindtime = -1
removetime = 115
under = 0
ownpal = 1

[State 0]
type = Explod
trigger1 = time = 0
anim = 23046
id = 23043
sprpriority = -2
postype = p1
pos = 0,-60
bindtime = -1
removetime = 115
under = 0
ownpal = 1

[State 0]
type = helper
trigger1 = numhelper(2218) = 0
id = 2218
stateno = 130
keyctrl = 0
ownpal = 0
helpertype = player
ignorehitpause = 1
[State 0]
type = helper
trigger1 = numhelper(2219) = 0
id = 2219
stateno = 130
keyctrl = 0
ownpal = 0
helpertype = player
ignorehitpause = 1

[State 0]
type = changeState
trigger1 = time >= 115
value = 2102

;-------------------------------------------------------------------------------------------------------
;月光花3
[Statedef 2102]
type = S
movetype = I
physics = N
velset = 0,0
anim = 2102
sprpriority = 1
ctrl = 0

[State 0]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 0]
type = Explod
trigger1 = time = 0
anim = 23048
id = 23048
sprpriority = -2
postype = p1
pos = 0,-60
bindtime = -1
under = 0
ownpal = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;桜花飛翔閃
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2200]
type = A
movetype = A
physics = N
velset = 0,0
anim = 2200
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = parentvaradd
trigger1 = 1
v = 58
value = -1000
persistent = 0
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 0]
type = Explod
trigger1 = animelem = 3,= 0
anim = 22173
id = 22173
sprpriority = 5
postype = p1
pos = -15,-50
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = Explod
trigger1 = animelem = 3,= 10
anim = 22174
id = 22174
sprpriority = -1
postype = p1
pos = -15,-50
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = Explod
trigger1 = animelem = 3,= 0
anim = 22193
id = 22193
sprpriority = -1
postype = p1
pos = -15,-50
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 3,= 10
id = 6510
stateno = 130
postype = p1
pos = -15,-50
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 3,= 20
id = 6511
stateno = 130
postype = p1
pos = -15,-50
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = animelem = 3,= 30
id = 6512
stateno = 130
postype = p1
pos = -15,-50
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = helper
trigger1 = 1
id = 6520
stateno = 130
postype = back
pos = 320,0
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = pause
trigger1 = 1
time = 41
movetime = 41
persistent = 0
ignorehitpause = 1
[State 0]
type = posfreeze
trigger1 = animelem = 3
value = 39
persistent = 0
IgnoreHitPause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = s2566,0
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = s2566,1
volume = 255
ignorehitpause = 1
[State 0];
type = PlaySnd
trigger1 = animelem = 3
value = s2566,2
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = s2566,3
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = s2566,4
volume = 255
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = s2566,5
volume = 255
ignorehitpause = 1

[State 0]
type = changeState
trigger1 = animtime = 0
value = 2201

;-------------------------------------------------------------------------------------------------------
;桜花飛翔閃・攻撃
[Statedef 2201]
type = A
movetype = A
physics = N
velset = 0,0
anim = 2201
sprpriority = 1
ctrl = 0

[State 0]
type = NotHitBy
trigger1 = animelem = 4,<=0
value = SCA

[state 0]
type = playsnd
trigger1 = animelem = 1
value = 1300,0
[state 0]
type = playsnd
trigger1 = animelem = 9
value = 300,1
[state 0]
type = playsnd
trigger1 = animelem = 13
value = 2200,1
[state 0]
type = playsnd
trigger1 = animelem = 15
value = 300,2

[state 0]
type = velset
trigger1 = time = 0
x = 2
y = -12
[state 0]
type = velmul
trigger1 = animelem = 14,<=0
x = 0.95
y = 0.9
[state 0]
type = velset
trigger1 = animelem = 14
x = -1
y = -6
[state 0]
type = veladd
trigger1 = animelem = 14,>=0
y = 0.35

[State 0]
type = hitdef
trigger1 = animelem = 2
attr = A,HA
damage = 109,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -1.5,-9
guard.velocity = -10
air.velocity = -1,-9
yaccel = 0.45
fall = 1
fall.recover = 0
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = animelem = 10
attr = A,HA
damage = 109,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 15,15
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -1.5,-2
guard.velocity = -10
air.velocity = -1,-2
yaccel = 0.4
fall = 1
fall.recover = 0
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
[State 0]
type = hitdef
trigger1 = animelem = 15
attr = A,HA
damage = 155,1
priority = 8,Hit
hitflag = MAFLD
guardflag = MA
getpower = 0,0
pausetime = 18,18
sparkno = -1
sparkxy = 0,0
hitsound = s400,2
guard.sparkno = -1
guardsound = s120,1
animtype = hard
ground.type = high
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -1,12
guard.velocity = -10
air.velocity = -1,12
yaccel = 0.4
fall = 1
fall.recover = 0
fall.recovertime = 20
yaccel = 0.46
ID = 600
nochainID = 9999
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1

[State 0]
type = helper
trigger1 = animelem = 2,>=0 && animelem = 3,<0
trigger1 = movehit = 1
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = animelem = 2,>=0 && animelem = 3,<0
trigger1 = moveguarded = 1
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (65 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = helper
trigger1 = animelem = 10,>=0 && animelem = 11,<0
trigger1 = movehit = 1
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (55 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = animelem = 10,>=0 && animelem = 11,<0
trigger1 = moveguarded = 1
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (55 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
[State 0]
type = helper
trigger1 = animelem = 15,>=0 && animelem = 16,<0
trigger1 = movehit = 1
id = 22014
stateno = 130
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (15 + random%10)
keyctrl = 0
ownpal = 1
helpertype = player
persistent = 0
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = animelem = 15,>=0 && animelem = 16,<0
trigger1 = moveguarded = 1
anim = 22113
id = 22113
sprpriority = 5
postype = p1
pos = ceil(fvar(13)),ceil(fvar(14)) - (15 + random%10)
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[state 0];エフェクト1
type = Helper
trigger1 = animelem = 2
id = 6050
name = "hit2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 130;6050
helpertype = player
pausemovetime = 30
keyctrl = 0 
ownpal = 1
pausemovetime = 30
[State 0];6051ヘルパーの代わり
type = Explod
trigger1 = animelem = 2
id = 6051
anim = 6051
sprpriority = 5
pos = 0,-60
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30
[State 0];6080ヘルパーの代わり
type = Explod
trigger1 = animelem = 15
id = 6080
anim = 6080
sprpriority = 3
pos = 30,-10
postype = p1
ownpal = 1
trans = add
bindtime = 1
ignorehitpause = 1
pausemovetime = 30

[State 0]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2202

;-------------------------------------------------------------------------------------------------------
;着地
[Statedef 2202]
type = S
physics = N
ctrl = 0
anim = 2202
velset = 0,0

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 40,0
[State 0]
type = PlaySnd
trigger1 = animelem = 3
value = 300,6

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

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

[State 0]
type = Explod
trigger1 = time = 0
anim = 6001
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;刹月華
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2300]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = parentvaradd
trigger1 = 1
v = 58
value = -2000
persistent = 0
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 0]
type = PlaySnd
trigger1 = time = 3
value = 2300,0
[State 0]
type = PlaySnd
trigger1 = time = 0
value = 510,1
[State 0]
type = PlaySnd
trigger1 = time = 3
value = 510,1
[State 0]
type = PlaySnd
trigger1 = time = 30
value = 2300,1
[State 0]
type = PlaySnd
trigger1 = time = 34
value = 1200,1
[State 0]
type = PlaySnd
trigger1 = time = 45
value = 1410,1
[State 0]
type = PlaySnd
trigger1 = time = 60
value = 300,2

[state 0]
type = varset
trigger1 = time = 0
v = 5
value = 0
[state 0]
type = varadd
trigger1 = 1
v = 5
value = 20

[state 0]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(5),var(5)

[State 0]
type = Explod
trigger1 = (time = [30,60]) && gametime%2 = 0
id = 22131
anim = 22131
sprpriority = 4
pos = ceil(fvar(13)),ceil(fvar(14)) - 50
postype = p1
random = 30,30
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = (time = [30,60]) && gametime%2 = 0
id = 22131
anim = 22131
sprpriority = 4
pos = ceil(fvar(13)),ceil(fvar(14)) - 50
postype = p1
random = 30,30
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time = 30 || time = 45 || time = 60
anim = 22133
id = 22133
sprpriority = 5
pos = ceil(fvar(13)),ceil(fvar(14)) - 50
postype = p1
ownpal = 1
bindtime = -1
ignorehitpause = 1

[state 0]
type = Helper
trigger1 = time = 30
id = 2315
name = "sd"
sprpriority = 5
pos = ceil(fvar(13)),ceil(fvar(14)) - 30
postype = p1
stateno = 130;2315
helpertype = player
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 0]
type = Helper
trigger1 = time = 45
id = 2316
name = "sd"
sprpriority = 5
pos = ceil(fvar(13)) - 15,ceil(fvar(14)) - 30
postype = p1
stateno = 130;2315
helpertype = player
pausemovetime = 0
keyctrl = 0 
ownpal = 1
[state 0]
type = Helper
trigger1 = time = 60
id = 2317
name = "sd"
sprpriority = 5
pos = ceil(fvar(13)) + 10,ceil(fvar(14)) - 70
postype = p1
stateno = 130;2315
helpertype = player
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 0]
type = Projectile
trigger1 = time = [0,1]
projanim = 40010
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = SCA,AA,AP,AT
hitflag = MAFDHL
sparkno = -1
hitsound = -1
numhits = 0
palfx.time = 2000000000
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2stateno = 2350
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000

[State 0]
type = changeState
trigger1 = time = 2
trigger1 = enemynear,stateno != 2350
value = 2301
[State 0] 
type = changeState
trigger1 = time = 90
value = 2305

;-------------------------------------------------------------------------------------------------------
;刹月華・失敗
[Statedef 2301]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2301
sprpriority = 1
ctrl = 0

[state 0]
type = posset
trigger1 = time = 0
y = 0

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 110,0
[State 0]
type = PlaySnd
trigger1 = animelem = 24
value = 300,6

[State 0]
type = Explod
trigger1 = time = 0
anim = 6002
id = 3000
sprpriority = 2
postype = p1
pos = -100,0
facing = 1
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
[State 0]
type = Explod
trigger1 = time = 0
anim = 6002
id = 3000
sprpriority = 2
postype = p1
pos = 100,0
facing = -1
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 0]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------------------------
;刹月華・成功
[Statedef 2305]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2305
sprpriority = 1
ctrl = 0

[state 0]
type = posset
trigger1 = time = 0
y = 0

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0]
type = EnvShake
trigger1 = time = 85
time = 63
ampl = -10
freq = 170
phase = 170
[State 0]
type = EnvShake
trigger1 = time > 148 && (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[state 0]
type = AllPalFX
trigger1 = time = 85
time = 10
add = 255,255,255
[state 0]
type = AllPalFX
trigger1 = time = 93
time = 5
add = 155,155,155
[state 0]
type = AllPalFX
trigger1 = time = 97
time = 2
add = 115,115,115

[State 0]
type = PlaySnd
trigger1 = time = 0
value = 110,0
[State 0]
type = PlaySnd
trigger1 = animelem = 24
value = 300,6

[State 0]
type = PlaySnd
trigger1 = animelem = 22
value = 2566,27
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = time = 85 || time = 105
value = 2566,28
freqmul = 0.7
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = time = 85 || time = 105
value = 2566,31
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 24
value = 2566,29
freqmul = 0.7
ignorehitpause = 1
[State 0]
type = PlaySnd
trigger1 = animelem = 24
value = 2566,30
ignorehitpause = 1

[State 0]
type = Explod
trigger1 = time = 0
anim = 6002
id = 3000
sprpriority = 2
postype = p1
pos = -100,0
facing = 1
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
[State 0]
type = Explod
trigger1 = time = 0
anim = 6002
id = 3000
sprpriority = 2
postype = p1
pos = 100,0
facing = -1
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1

[State 0]
type = Explod
Trigger1 = Time = 85
Trigger2 = Time = 105
id = 22185
anim = 22185
sprpriority = 5
postype = back
bindtime = -1
ownpal = 1
trans = add
scale = 0.84,1.0
ignorehitpause = 1
[State 0]
type = Explod
Trigger1 = Time = 85
Trigger2 = Time = 105
id = 22186
anim = 22186
sprpriority = 5
postype = back
bindtime = -1
ownpal = 1
trans = add
scale = 0.84,1.0
ignorehitpause = 1
[State 0]
type = Explod
Trigger1 = Time = 105
id = 22225
anim = 22225
sprpriority = 5
postype = back
bindtime = -1
ownpal = 1
trans = add
scale = 0.84,1.0
ignorehitpause = 1
[State 0]
type = Explod
Trigger1 = Time = 105
id = 22226
anim = 22226
sprpriority = 5
postype = back
bindtime = -1
ownpal = 1
trans = add
scale = 0.84,1.0
ignorehitpause = 1

[State 0];ひび割れ波紋
type = Explod
trigger1 = time = [21,46]
anim = 22222
id = 22222
sprpriority = 5
postype = back
pos = 160,81
ownpal = 1
scale = fvar(1),fvar(1)
[State 0]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = 0
[State 0]
Type = Varadd
Trigger1 = Time = [21,28]
fvar(1) = 0.12
[State 0]
Type = Varadd
Trigger1 = Time = [29,46]
fvar(1) = 0.03
[State 0];ひび割れ
type = Explod
Trigger1 = animelem = 22
id = 22223
anim = 22223
sprpriority = 5
postype = back
bindtime = -1
ownpal = 1
ignorehitpause = 1
[State 0];ガラス割れ
type = Explod
Trigger1 = animelem = 22
id = 22224
anim = 22224
sprpriority = 4
postype = back
bindtime = -1
ownpal = 1
ignorehitpause = 1
[State 0];ダージャ
type = Explod
Trigger1 = animelem = 24
id = 22227
anim = 22227
sprpriority = 0
postype = back
bindtime = -1
ownpal = 1
ignorehitpause = 1
[State 0]
Type = ModifyExplod
Trigger1 = 1
ID = 22227
Trans = AddAlpha
Alpha = 256-128,256
IgnoreHitPause = 1
[State 0];血
type = Explod
Trigger1 = animelem = 22
id = 22228
anim = 22228
sprpriority = 5
postype = back
bindtime = -1
ownpal = 1
removetime = 2000000000
ignorehitpause = 1
[State 0]
Type = Varset
Trigger1 = 1
var(20) = 0
persistent = 0
IgnoreHitPause = 1
[State 0]
Type = VarAdd
Trigger1 = Time > 85
var(20) = 2
IgnoreHitPause = 1
[State 0]
Type = Varset
Trigger1 = var(20) > 256
var(20) = 256
IgnoreHitPause = 1
[State 0]
Type = ModifyExplod
Trigger1 = time > 85
ID = 22228
Trans = AddAlpha
Alpha = 256-Var(20),256
IgnoreHitPause = 1
[State 0]
type = RemoveExplod
Trigger1 = time = 244
id = 22228
ignorehitpause = 1

[State 0]
type = pause
trigger1 = time = [85,148]
time = 1
movetime = 0
ignorehitpause = 1

[State 0]
type = helper
trigger1 = time = 180
id = 9873
stateno = 132
keyctrl = 0
ownpal = 0
helpertype = player
persistent = 0
ignorehitpause = 1

[state 0]
type = Projectile
trigger1 = (time = [85,168]) && gametime%3 = 0
projanim = 40010
projid = 2305
projremove = 1
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = SCA,AA,AP,AT
hitflag = MAFD
guardflag = M
pausetime = 0,0
damage = ((random<=10)*(random%150))+(random<=(2+((palno=[7,12])*5)))*99999999999999999999999999999999999,(random<=20)*(random%200)
sparkno = -1
hitsound = -1
numhits = 0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2stateno = 26350
ignorehitpause = 1
pausemovetime = 2000000000
supermovetime = 2000000000
[State 0]
type = Explod
Trigger1 = root,projcontacttime(2305) = 1
id = 22109
anim = IfElse((root,projguardedtime(2305) = 1),22113,(22109 + var(35)))
sprpriority = 5
postype = p1
pos = ceil(fvar(13)) + (random%20) - (random%40),ceil(fvar(14)) - (60 + random%30)
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 0]
type = ReversalDef
trigger1 = time = [85,168]
reversal.attr = SCA,AA,AT,AP
priority = 7,hit
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2stateno = 26350
ignorehitpause = 1

[state 0]
type = targetdrop
trigger1 = numtarget
trigger1 = target,IsHelper
trigger2 = numtarget >= 8
ignorehitpause = 1
[state 0]
type = targetstate
trigger1 = numtarget
trigger1 = time = [85,168]
trigger1 = target,stateno != [26350,26370]
value = 26350
ignorehitpause = 1

[State 0]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1
