
;---------------------------------------------------------------------------
;ディマイズ・ショット
[Statedef 1000]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=8*(palno<7)
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1000&&anim!=1005
value=1000
ignorehitpause=1
[State ]
type=changeanim
trigger1=(var(0)&1)&&anim!=1005
value=1005
ignorehitpause=1

[State ]
type = varset
trigger1 = AnimElem= 1
var(5) = 0

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 80

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 1000,4

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 4000,7
[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 4000,3
freqmul=1.4
[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 4000,6
[State ]
type=Envshake
trigger1= AnimElem = 5
Time = 10
Freq = 120
ampl = -10

[State ]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State ]
type = Hitdef
trigger1 = AnimElem = 5
Attr = S,SA
Damage = 37,4
priority = 4, Hit
guardflag = MA
getpower = 121,121
pausetime = 12-6*(var(0)&1),12
sparkno = s7002
sparkxy = -10,-67
hitsound = s490,0
guard.sparkno = s7012
guardsound = s122,0
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4
air.velocity = -3,-4
Air.Fall = 1
Fall.Recover = 0
Palfx.time = 20
Palfx.invertall = 1
Palfx.Mul = 186,0,0
Palfx.Sinadd = 128,0,0,10
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;ディマイズ・バースト
[Statedef 1001]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1001&&anim!=1006
value=1001
ignorehitpause=1
[State ]
type=changeanim
trigger1=(var(0)&1)&&anim!=1006
value=1006
ignorehitpause=1
[State ]
type = varset
trigger1 = AnimElem = 1
var(5) = 0

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 80

[State ]
type = Playsnd
trigger1 = AnimElem = 3
Value = 1000,3

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 390,0

[State ]
type = Playsnd
trigger1 = AnimElem = 3
Value = 4000,7
freqmul = 1.1
[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 4000,3
freqmul=1.6
[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 4000,6
freqmul = 1.1
[State ]
type=Envshake
trigger1= AnimElem = 4
Time = 10
Freq = 120
ampl = -10

[State ]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State ]
type = Hitdef
trigger1 = AnimElem = 4
Attr = S,SA
Damage = 39,4
priority = 4, Hit
guardflag = MA
getpower = 101,101
pausetime = 6-3*(var(0)&1),10
guard.pausetime = 6,6
sparkno = s7002
sparkxy = -10,-67
hitsound = s410,0
guard.sparkno = s7012
guardsound = s122,0
animtype = hard
ground.type = L
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -3,-5
air.velocity = -3,-5
Fall = 1
Fall.Recover = 0
Palfx.time = 20
Palfx.invertall = 1
Palfx.Mul = 186,0,0
Palfx.Sinadd = 128,0,0,10
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1

[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;ディマイズ・ヘルフレア
[Statedef 1002]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1002&&anim!=1007
value=1002
ignorehitpause=1
[State ]
type=changeanim
trigger1=(var(0)&1)&&anim!=1007
value=1007
ignorehitpause=1

[State ]
type = varset
trigger1 = 1
var(5) = 0

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 80

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 210,1

[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 390,0
[State ]
type = Playsnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
Value = 4000,6
[State ]
type = Playsnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
Value = 4000,8
[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 2200,1


[State ]
type=Envshake
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
Time = 8
Freq = 120
ampl = -10

[State ]
type = Posadd
trigger1 = AnimElem = 5
x = 8

[State ]
type = Playsnd
trigger1 = Movehit
value = 4000,1
persistent = 0
ignorehitpause = 1
[State ]
type = Hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
Attr = S,SA
Damage = 20,2
priority = 4, Hit
guardflag = MA
getpower = 31,31
pausetime = 4-2*(var(0)&1),12
guard.pausetime= 4,4
sparkno = s7003
sparkxy = -10,-77
hitsound = s490,0
guard.sparkno = s7012
guardsound = s122,0
animtype = hard
ground.type = high
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4,-6
air.velocity = -3,-6
yaccel = .49
Fall = 1
Fall.Recover = 0
Palfx.time = 40
Palfx.invertall = 1
Palfx.Mul = 186,0,0
Palfx.Sinadd = 128,0,0,10
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;ディマイズ・ショット
[Statedef 1050]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=8*(palno<7)
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1050
value=1050
ignorehitpause=1

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 80

[State ]
type = varset
trigger1 = AnimElem = 1
var(5) = 0

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 1000,4

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 4000,7
[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 4000,3
freqmul=1.4
[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 4000,6
[State ]
type=Envshake
trigger1= AnimElem = 5
Time = 10
Freq = 120
ampl = -10

[State ]
type = Posadd
trigger1 = AnimElem = 3
x = 30

[State ]
type = Hitdef
trigger1 = AnimElem = 5
Attr = S,SA
Damage = 59,4
priority = 4, Hit
guardflag = MA
getpower = 101,101
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-67
hitsound = s490,0
guard.sparkno = s7012
guardsound = s122,0
animtype = hard
ground.type = high
ground.slidetime = 21
ground.hittime = 21
guard.ctrltime = 10
ground.velocity = -4
air.velocity = -3,-4
Air.Fall = 1
Fall.Recover = 0
Palfx.time = 20
Palfx.invertall = 1
Palfx.Mul = 186,0,0
Palfx.Sinadd = 128,0,0,10
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
;ディマイズ・バースト
[Statedef 1051]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1051
value=1051
ignorehitpause=1

[State ]
type = varset
trigger1 = AnimElem = 1
var(5) = 0

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 80

[State ]
type = Playsnd
trigger1 = AnimElem = 3
Value = 1000,3

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 390,0

[State ]
type = Playsnd
trigger1 = AnimElem = 3
Value = 4000,7
freqmul = 1.1
[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 4000,3
freqmul=1.6
[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 4000,6
freqmul = 1.1
[State ]
type=Envshake
trigger1= AnimElem = 4
Time = 10
Freq = 120
ampl = -10

[State ]
type = Posadd
trigger1 = AnimElem = 3
x = 30

[State ]
type = Hitdef
trigger1 = AnimElem = 4
Attr = S,SA
Damage = 39,4
priority = 4, Hit
guardflag = M
getpower = 101,101
pausetime = 6,6
sparkno = s7002
sparkxy = -10,-67
hitsound = s410,0
guard.sparkno = s7012
guardsound = s122,0
animtype = hard
ground.type = L
ground.slidetime = 27
ground.hittime = 27
ground.velocity = -3,-5
air.velocity = -3,-5
Fall = 1
Fall.Recover = 0
Palfx.time = 20
Palfx.invertall = 1
Palfx.Mul = 186,0,0
Palfx.Sinadd = 128,0,0,10
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
;ディマイズ・ヘルフレア
[Statedef 1052]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1052
value=1052
ignorehitpause=1

[State ]
type = varset
trigger1 = 1
var(5) = 0

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 80

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 210,1

[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 390,0
[State ]
type = Playsnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
Value = 4000,6
[State ]
type = Playsnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
Value = 4000,8
[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 2200,1


[State ]
type=Envshake
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
Time = 8
Freq = 120
ampl = -10

[State ]
type = Posadd
trigger1 = AnimElem = 5
x = 20

[State ]
type = Playsnd
trigger1 = Movehit
value = 4000,1
persistent = 0
ignorehitpause = 1
[State ]
type = Hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
Attr = S,SA
Damage = 20,2
priority = 4, Hit
guardflag = M
getpower = 31,31
pausetime = 4,12
guard.pausetime= 4,4
sparkno = s7003
sparkxy = -10,-77
hitsound = s490,0
guard.sparkno = s7012
guardsound = s122,0
animtype = hard
ground.type = high
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4,-8
air.velocity = -3,-8
yaccel = .48
Fall = 1
Fall.Recover = 0
Palfx.time = 40
Palfx.invertall = 1
Palfx.Mul = 186,0,0
Palfx.Sinadd = 128,0,0,10
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;サモン・アックス Type A
[Statedef 1100]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1100
value=1100
ignorehitpause=1

[State ]
type = Helper
trigger1 = AnimElem = 8
ID = 8000
Stateno = 1110
Name = "AXE"
Helpertype = Normal
Postype = P1
Pos = 0,-60
ownpal = 1

[State ]
type = Playsnd
trigger1 = AnimElem = 5
Value = 199,0

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;サモン・アックス Type B
[Statedef 1101]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1101
value=1101
ignorehitpause=1

[State ]
type = Helper
trigger1 = AnimElem = 8
ID = 8000
Stateno = 1110
Name = "AXE"
Helpertype = Normal
Postype = P1
Pos = 0,-60
ownpal = 1

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 199,0


[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;カタストロフ・プレス 弱
[Statedef 1200]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1200
value=1200
ignorehitpause=1

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 120

[State ]
type = Playsnd
trigger1 = AnimElem = 6
value = 40,2
freqmul = 0.7
volume = 255

[State ]
type = Explod
trigger1 = AnimElem = 6
Anim =1810
Postype = P1
Pos = 0,0
SprPriority = -1
supermove = sysvar(0)
pausemovetime = 99*sysvar(0)

[State ]
type = velset
trigger1 = AnimElemNo(0) > 6
x = 10

[State ]
type = offset
trigger1 = animelemno(0) = 9
y = -gametime%2*2

[State ]
type = Hitdef
trigger1 = AnimElem = 7
Attr = S,SA
Damage = 0,7
priority = 4, H
guardflag = M
getpower = 0,0
pausetime = 4,5
guard.pausetime = 8,8
sparkno = -1
sparkxy = -10,-28
hitsound = -1
guard.sparkno = s7012
guardsound = s122,0
animtype = hard
ground.type = high
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.velocity = -3
Fall = 1
Fall.Recover = 0
numhits = 0
p2facing = 1
p1stateno = 1210
p2stateno = 1250

[State ]
type = Changestate
trigger1 = Movehit
value = var(9):=1210+(var(8):=0)
ctrl = 1
[State ]
type = Changestate
trigger1 = AnimTime >= 20
trigger2 = Movecontact
value = var(9):=1205+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;カタストロフ・プレス 強
[Statedef 1201]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1201
value=1201
ignorehitpause=1

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 120

[State ]
type = Playsnd
trigger1 = AnimElem = 6
value = 40,2
freqmul = 0.7
volume = 255

[State ]
type = Explod
trigger1 = AnimElem = 6
Anim =1810
Postype = P1
Pos = 0,0
SprPriority = -1
supermove = sysvar(0)
pausemovetime = 99*sysvar(0)

[State ]
type = velset
trigger1 = AnimElemNo(0) > 6
x = 14

[State ]
type = offset
trigger1 = animelemno(0) = 9
y = -gametime%2*2

[State ]
type = Hitdef
trigger1 = AnimElem = 7
Attr = S,SA
Damage = 0,7
priority = 4, H
guardflag = M
getpower = 0,0
pausetime = 4,5
guard.pausetime = 0,8
sparkno = -1
sparkxy = -10,-28
hitsound = -1
guard.sparkno = s7012
guardsound = s122,0
animtype = hard
ground.type = high
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -4
air.velocity = -3
Fall = 1
Fall.Recover = 0
numhits = 0
p2facing = 1
p1stateno = 1210
p2stateno = 1250

[State ]
type = Changestate
trigger1 = MoveHit
value = var(9):=1210+(var(8):=0)
[State ]
type = Changestate
trigger1 = AnimTime >= 29
trigger2 = Movecontact
value = var(9):=1204+(!Movecontact)+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;終了
[Statedef 1204]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=a
movetype=a
physics=n
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=105
value=105
ignorehitpause=1

[State ]
type = posadd
trigger1= animelem = 1
x = 20
[State ]
type = VelSet
trigger1 = animelem = 1
x = -4
y = -4.5

[State ]
type = Veladd
trigger1 = 1
y = 0.35

[State ]
type = Changestate
trigger1 = Pos Y > 0 && Vel Y >0
value = var(9):=107+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=vel y||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;終了
[Statedef 1205]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1205
value=1205
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=1
x=4
y=0

[State ]
type = posadd
trigger1 = animelem = 1
x = 20

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;掴み 移動
[Statedef 1210]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=n
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1210
value=1210

[State ]
type = Explod
trigger1 = AnimElem = 1
anim = 7080
pos = -22,-17
ontop = 1
supermove = sysvar(0)
pausemovetime = 99*sysvar(0)

[State ]
type = TargetBind
trigger1= Numtarget
pos = -22,-17
Ignorehitpause = 1

[State ]
type = Playsnd
trigger1 = AnimElem = 1
value = 800,0

[State ]
type = Playsnd
trigger1 = AnimElem = 1
value = 4000,9

[State ]
type = TargetState
trigger1 = Numtarget
trigger1 = GameTime%20 = 0
value = 1250

[State ]
type = Velset
trigger1 = 1
x = 12

[State ]
type = changestate
trigger1 = Frontedgedist < 30
value = var(9):=1215+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;掴み 叩きつけ
[Statedef 1215]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=anim!=1215
value=1215
ignorehitpause=1

[State ]
type = Width
trigger1 = AnimElem = 3
edge = 35,0
[State ]
type = Width
trigger1 = AnimElem = 4
edge = 50,0
[State ]
type = Width
trigger1 = AnimElem = 5
edge = 80,0

[State ]
type = playsnd
trigger1 = Animelem = 1
value = 2500,0

[State ]
type = playsnd
trigger1 = Animelem = 5
value = 500,2
volume = 255
[State ]
type = playsnd
trigger1 = Animelem = 5
value = 4000,1

[State ]
type = playsnd
trigger1 = Animelem = 5
value = 4000,10

[State ]
type = TargetBind
trigger1= Numtarget && Animtime
trigger1= AnimElemNo(0) =[1,3]
pos = -15-10*(AnimElemNo(0)>=2)+5*(AnimElemNo(0)>=3),-55-5*(animelemno(0)=1)

[State ]
type = TargetBind
trigger1= Numtarget
trigger1= AnimElemNo(0) = 4
pos = 40,-68

[State ]
type = TargetBind
trigger1= Numtarget
trigger1= AnimElem = 5
pos = 80,-103

[State ]
type = BGPalfx
trigger1 = Movehit
persistent = 0
ignorehitpause = 1
invertall = 1
time = 5

[State ]
type = Hitdef
trigger1 = AnimElem = 5
Attr = S,SA
Damage = 107
priority = 4, H
guardflag =
guard.dist = 0
getpower = 0,0
pausetime = 10,10
sparkno = -1
sparkxy = -10,-80
hitsound = s490,0
animtype = hard
ground.type = high
ground.slidetime = 21
ground.hittime = 21
ground.velocity = 0,-8
air.velocity = 0,-8
Fall = 1
Fall.Recover = 0
p2facing = 1
p2stateno = 1255
envshake.time = 15
envshake.freq = 80
envshake.ampl = 12

[State ]
type = changestate
trigger1 = AnimTime=0
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;相手 掴
[Statedef 1250]
type = A
movetype= H
juggle = 0
velset = 0,0
ctrl = 0
sprpriority = 5

[State ]
type = Palfx
trigger1 = GameTime%4 = 0
Time = 4
add = 0,-255,-255
mul = 108,108,108
Sinadd = 256,0,0,12

[State ]
type = Changeanim2
trigger1 = 1
value = 1250

[State ]
type = ChangeState
trigger1 = Time > 60
value = 1255
;---------------------------------------------------------------------------
;相手 吹っ飛び
[Statedef 1255]
type = L
movetype= H
juggle = 0
velset = 0,0
ctrl = 0
sprpriority = 5

[State ]
type = Changeanim2
trigger1 = time = 0
value = 1255

[State ]
type = Velset
trigger1 = AnimElem = 6
y = -10

[state ]
type = veladd
trigger1 = AnimElemNo(0) >= 6
y = 0.43

[State ]
type = Selfstate
trigger1 = Pos y >0 && vel y>0
value = 5100
;---------------------------------------------------------------------------
; インフェルノ・スフィア
[Statedef 1300]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1300
value=1300
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0

[State ]
type = Helper
trigger1 = AnimElem = 6 &&!Ishelper && !Sysvar(0)
ID = 1310
Stateno = 1310
Name = " "
Helpertype = Normal
Postype = P1
Pos = -5,-15
size.xscale=0.25
size.yscale=0.25
ownpal = 1
[State ]
type = Helper
trigger1 = AnimElem = 6 &&!Ishelper && Sysvar(0)
ID = 1310
Stateno = 1310
Name = " "
Helpertype = Player
Postype = P1
Pos = -5,-15
size.xscale=0.25
size.yscale=0.25
ownpal = 1
supermovetime=9999
pausemovetime=9999

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 1500,0
volume = 255

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
; インフェルノ・スフィア
[Statedef 1301]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1301
value=1301
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0

[State ]
type = Helper
trigger1 = AnimElem = 6 &&!Ishelper && !Sysvar(0)
ID = 1310
Stateno = 1310
Name = " "
Helpertype = Normal
Postype = P1
Pos = -5,-15
size.xscale=0.25
size.yscale=0.25
ownpal = 1

[State ]
type = Helper
trigger1 = AnimElem = 8 &&!Ishelper && !Sysvar(0)
ID = 1311
Stateno = 1311
Name = " "
Helpertype = Normal
Postype = P1
Pos = -5,-95
size.xscale=0.25
size.yscale=0.25
ownpal = 1
[State ]
type = Helper
trigger1 = AnimElem = 6 &&!Ishelper && Sysvar(0)
ID = 1310
Stateno = 1310
Name = " "
Helpertype = Player
Postype = P1
Pos = -5,-15
size.xscale=0.25
size.yscale=0.25
ownpal = 1
supermovetime=9999
pausemovetime=9999
[State ]
type = Helper
trigger1 = AnimElem = 8 &&!Ishelper && Sysvar(0)
ID = 1311
Stateno = 1311
Name = " "
Helpertype = Player
Postype = P1
Pos = -5,-95
size.xscale=0.25
size.yscale=0.25
ownpal = 1
supermovetime=9999
pausemovetime=9999

[State ]
type = Playsnd
trigger1 = AnimElem = 4
Value = 1500,0
volume = 255

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
; デリート・プロジェクタイル
[Statedef 1350]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1350
value=1350
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 580

[State ]
type=bgpalfx
trigger1=animelemno(0)<2 && animtime
mul=256,256/(animelemtime(1)+1),256/(animelemtime(1)+1)
time=5
[State ]
type=bgpalfx
trigger1=animelemno(0)=2
mul=256,0,0
time=5
[State ]
type=bgpalfx
trigger1=animelemtime(3)>=0
mul=256,42*animelemtime(3),42*animelemtime(3)
time=2
[State ]
type=trans
trigger1=1
trans=addalpha
alpha=128,128
[State ]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,25
[State ]
type=Nothitby
trigger1=1
value=,AP
[State ]
type=Helper
trigger1=AnimElem=2
ID=1355
stateno=1355
Name="delete"
pos=random%50,random%50
helpertype=Player
supermovetime=99
pausemovetime=99
[State ]
type=ChangeState
trigger1=!Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;サモン・シャドウ Type A
[Statedef 1400]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=8*(palno<7)
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1400
value=1400
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0

[State ]
type = Helper
trigger1 = AnimElem = 3 &&!Ishelper
ID = 8100
Stateno = 1410
Name = "Shadow"
Helpertype = Normal
Postype = P1
Pos = -480,-240
ownpal = 1

[State ]
type = Playsnd
trigger1 = AnimElem = 3
Value = 199,1

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;サモン・シャドウ Type B
[Statedef 1401]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=8*(palno<7)
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1401
value=1401
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0

[State ]
type = Helper
trigger1 = AnimElem = 3 &&!Ishelper
ID = 8100
Stateno = 1410
Name = "Shadow"
Helpertype = Normal
Postype = P1
Pos = -480,-240
ownpal = 1

[State ]
type = Playsnd
trigger1 = AnimElem = 3
Value = 199,1

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
; ディメンショナルテレポート
[Statedef 1500]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=i
physics=n
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=[1500,1505]
value=1500
ignorehitpause=1
[State ]
type=velset
trigger1=animelem =1
x=0
y=0
[State ]
type=Afterimagetime
trigger1=1
value=0
[State ]
type=Offset
trigger1=1
y=-AnimElemTime(1)
Ignorehitpause=1
[State ]
type =PlayerPush
trigger1=1
value=0
[State ]
type=Nothitby
trigger1=1
value=SCA
[State ]
type = Explod
trigger1=AnimElem=5
ID=1506
anim=1506
Bindtime=-1
Ownpal=1
Sprpriority=8
scale=.5,.5
trans=sub
supermove = sysvar(0)
pausemovetime = 9
[State ]
type=Palfx
trigger1=animelemtime(4)>0
mul=256,0,32
time=1
Ignorehitpause=1
[State ]
type = Playsnd
trigger1=AnimElem=1
Value = 4000,6
freqmul=1.25
[State ]
type = Playsnd
trigger1=AnimElem=1
Value = 1100,3
volume=255
channel =0
[State ]
type=Helper
trigger1=Animelem=1
ID=1515
Stateno=1515
pos=0,-60
Name="Wakka"
ownpal=1
supermovetime=99
pausemovetime=99
[State ]
type=Posset
trigger1=!AnimTime
trigger1=Anim=[1500,1503]
x=-140+95*(Anim>1500)+95*(Anim>1501)+95*(Anim>1502)
y=0
[State ]
type=Posset
trigger1=!AnimTime
trigger1=Anim=[1504,1505]
x=enemynear,pos x
y=0
[State ]
type=Posadd
trigger1=!AnimTime
trigger1=Anim=[1504,1505]
x=-30+60*(anim=1505)
y=0
[State ]
type=Trans
trigger1=animelemtime(5)>=0
trans=add
ignorehitpause=1
[State ]
type=Turn
trigger1=!AnimTime&&!sysvar(0)
trigger1=p2dist X <-5
[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=1510+(var(8):=0)
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
; 
[Statedef 1510]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=i
physics=n
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1510
value=1510
ignorehitpause=1
[State ]
type=poweradd
trigger1=animelem=1
value=400
ignorehitpause=1
[State ]
type=velset
trigger1=animelem =1
x=0
y=0
[State ]
type=Nothitby
trigger1=1
value=SCA
[State ]
type = Playsnd
trigger1=AnimElem=1
Value = 4000,16
freqmul=1.2
[State ]
type = Playsnd
trigger1=AnimElem=1
Value = 4000,16
freqmul=1.15
[State ]
type = Playsnd
trigger1=AnimElem=1
Value = 4000,6
freqmul=1.25
[State ]
type = Playsnd
trigger1=AnimElem=1
Value = 4000,13
[State ]
type = Playsnd
trigger1=AnimElem=1
Value = 4000,13
freqmul=0.95
[State ]
type=Helper
trigger1=AnimElem=2
ID=1516
Stateno=1515
pos=0,-60
Name="Wakka"
ownpal=1
supermovetime=99
pausemovetime=99
[State ]
type = Explod
trigger1=AnimElem=2
anim=1507
Bindtime=-1
Ownpal=1
Sprpriority=8
scale=.5,.5
trans=sub
supermove = sysvar(0)
pausemovetime = 9
[State ]
type=Palfx
trigger1=animelemtime(6)<0&&Animtime
mul=256,0,32
time=1
Ignorehitpause=1
[State ]
type=Ctrlset
trigger1=AnimElemTime(3)>=0&&palno=12
value=1
Ignorehitpause=1
[State ]
type = Changestate
trigger1 = !AnimTime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Offset
trigger1=1
y=-18+animelemtime(1)
Ignorehitpause=1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;グラインド・デストロイ
[Statedef 1600]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=8*(palno<7)
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=n
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1600
value=1600
ignorehitpause=1
[State ]
type=velset
trigger1=animelem = 1
x=0
y=0

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 120

[State ]
type = Playsnd
trigger1 = animelem = 4
value = 1000,0

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


[State ]
type = Playsnd
trigger1 = animelem = 4
value = 390,0

[State ]
type = StateTypeSet
trigger1 = Animelemno(0) >= 5
statetype = a
movetype = a
physics = n
ignorehitpause=1

[State ]
type = Velset
trigger1 = AnimElem = 5	
x = 3
y = -6

[State ]
type = veladd
trigger1 = statetype = a
trigger1 = animelemno(0) != [14,16]
y = 0.49

[State ]
type = veladd
trigger1 = statetype = a
trigger1 = vel x > 1
trigger1 = animelemno(0) != [14,16]
x = -0.26

[State ]
type = velset
trigger1 = animelem = 14
x = 3
y = -4

[State ]
type = Playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
Value = 4000,7

[State ]
type = Hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
Attr = A,SA
Damage = 45,5
priority = 4,H
guardflag = M
getpower = 61,60
pausetime = 8,8
guard.pausetime= 4,4
sparkno = s7003
sparkxy = -20,-110
hitsound = s490,0
guard.sparkno = s7012
guardsound = s122,0
animtype = d
ground.type = h
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2-2*(animelem=14),-9
air.velocity = -2-2*(animelem=14),-9
yaccel = .48
Fall = 1
Fall.Recover = 0
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Nothitby
trigger1 = AnimElemTime(4) <= 0
Value = ,AA,AP

[State ]
type = ChangeState
trigger1 = pos y > 0 && vel y > 0
trigger1 = animelemtime(18)>=0
value = var(9):=1605+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=vel y||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
;グラインド・デストロイ
[Statedef 1601]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=8*(palno<7)
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=n
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1601
value=1601
ignorehitpause=1
[State ]
type=velset
trigger1=Animelem = 1
x=0
y=0

[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 120

[State ]
type = Playsnd
trigger1 = animelem = 4
value = 1000,0

[State ]
type = Playsnd
trigger1 = animelem = 14
value = 1000,1

[State ]
type = Playsnd
trigger1 = animelem = 23
value = 290,0

[State ]
type = Playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
trigger3 = AnimElem = 23
value = 390,0

[State ]
type = StateTypeSet
trigger1 = Animelemno(0) >= 5
statetype = a
movetype = a
physics = n
ignorehitpause=1

[State ]
type = Velset
trigger1 = AnimElem = 5	
x = 6
y = -6

[State ]
type = veladd
trigger1 = statetype = a
trigger1 = animelemno(0) != [14,16]
trigger1 = animelemno(0) != [23,24]
y = 0.42

[State ]
type = veladd
trigger1 = statetype = a
trigger1 = vel x > 1.5
trigger1 = animelemno(0) != [14,16]
trigger1 = animelemno(0) != [21,24]
x = -0.26

[State ]
type = velset
trigger1 = animelem = 14
x = 2
y = -4

[State ]
type = velset
trigger1 = animelem = 23
x = -2
y = -3

[State ]
type = Playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
trigger3 = AnimElem = 23
Value = 4000,7
[State ]
type = Playsnd
trigger1 = AnimElem = 23
Value = 4000,7
freqmul = 1.1

[State ]
type = Hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
Attr = A,SA
Damage = 48,5
priority = 4,H
guardflag = M
getpower = 61,60
pausetime = 8,8
guard.pausetime= 4,4
sparkno = s7003
sparkxy = -20,-110
hitsound = s490,0
guard.sparkno = s7012
guardsound = s122,0
animtype = d
ground.type = h
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2-4*(animelem=23),-8
air.velocity = -2-4*(animelem=23),-8
yaccel = .48
Fall = 1
Fall.Recover = 0
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Hitdef
trigger1 = AnimElem = 23
Attr = A,SA
Damage = 48,5
priority = 4,H
guardflag = H
getpower = 61,60
pausetime = 12,12
guard.pausetime= 8,8
sparkno = s7003
sparkxy = -20,-80
hitsound = s490,0
guard.sparkno = s7012
guardsound = s122,0
animtype = d
ground.type = h
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -12,10
air.velocity = -12,10
yaccel = .48
Fall = 1
Fall.Recover = 0
fall.xvelocity = -4
fall.yvelocity = -8.5
down.bounce = 1
envshake.Time = 10
envshake.Freq = 120
envshake.ampl = 10

[State ]
type = Nothitby
trigger1 = AnimElemTime(4) <= 3
trigger2 = AnimElemNo(0) = [14,16]
Value = ,AA,AP

[State ]
type = Helper
triggerall = !Sysvar(0) && !Ishelper
trigger1 = AnimElem = 23
ID = 1620
Stateno = 1620
Name = "Explod"
ownpal = 1
[State ]
type = Helper
triggerall = !Sysvar(0) && !Ishelper
trigger1 = AnimElem = 23
ID = 1621
Stateno = 1620
Name = "Explod"
ownpal = 1
[State ]
type = Helper
triggerall = Sysvar(0) && !Ishelper
trigger1 = AnimElem = 23
ID = 1620
Stateno = 1620
Name = "Explod"
ownpal = 1
helpertype=player
supermovetime=99
pausemovetime=99
[State ]
type = Helper
triggerall = Sysvar(0) && !Ishelper
trigger1 = AnimElem = 23
ID = 1621
Stateno = 1620
Name = "Explod"
ownpal = 1
helpertype=player
supermovetime=99
pausemovetime=99

[State ]
type = ChangeState
trigger1 = pos y > 0 && vel y > 0
trigger1 = animelemtime(25)>=0
value = var(9):=1605+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=vel y||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
;着地
[Statedef 1605]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1605
value=1605
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0

[State ]
type = Playsnd
trigger1= Animelem = 1
value = 52,0

[State ]
type = Explod
trigger1 =AnimElem = 1
anim = 7030
sprpriority = -6
pos = 0, 0
ownpal = 1
supermove = sysvar(0)
pausemovetime = 99*sysvar(0)

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
;フィアーズタックル
[Statedef 1700]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1700
value=1700
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=1
x=0
y=0
[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 120
[State ]
type=envshake
trigger1=animelem=4
time=10
freq=60
ampl=10
[State ]
type=velset
trigger1=animelem=4
x=20
y=0
[State ]
type=velMul
trigger1=animelem=5
trigger2=animelem=6
trigger3=animelem=7
trigger4=movehit
x=0.75
[State ]
type=velSet
trigger1=animelem=8 || Moveguarded = 1
x=0
[State ]
type = Playsnd
trigger1=AnimElem=4
Value = 2200,5
[State ]
type = Playsnd
trigger1=AnimElem=4
Value = 4000,7
freqmul = 1.1
[State ]
type = Playsnd
trigger1=AnimElem=4
Value = 4000,2
[State ]
type = Playsnd
trigger1=AnimElem=4
Value = 4000,14
[State ]
type=Playsnd
trigger1=AnimElem=4
trigger2=AnimElem=5
trigger3=AnimElem=6
value=4000,12
freqmul=1.1

[State ]
type=BGPalfx
trigger1=movehit=1
Time=5
invertall=1
persistent=0
ignorehitpause=1

[State ]
type = Hitdef
trigger1 = AnimElem = 4
Attr = S,SA
Damage = 89,9
priority = 4, H
guardflag = M
getpower = 101,101
pausetime = 8,8
sparkno = s7003
sparkxy = -10,-78
hitsound = s490,1
guard.sparkno = s7012
guardsound = s122,0
animtype = h
ground.type = l
ground.slidetime = 32
ground.hittime = 32
ground.velocity = -8,-8
guard.velocity = -10
air.velocity = -8,-7
yaccel=.48
Fall = 1
Fall.Recover = 0
envshake.time=10
envshake.freq=120
envshake.ampl=12

[State ]
type = Changestate
trigger1 = !AnimTime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
;フィアーズタックル
[Statedef 1701]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=n
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1701
value=1701
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=1
x=0
y=0
[State ]
type = poweradd
trigger1 = AnimElem = 1
value = 120
[State ]
type=envshake
trigger1=animelem=4
time=10
freq=60
ampl=10
[State ]
type=nothitby
trigger1=animelemno(0)=[4,9]
value=,AA,AP
Ignorehitpause=1
[State ]
type=velset
trigger1=animelem=4
x=30
y=0
[State ]
type=velMul
trigger1=animElemTime(1)%2
x=0.7
[State ]
type=velSet
trigger1=animelem=11
x=0
[State ]
type = Playsnd
trigger1=AnimElem=4
Value = 2200,5
[State ]
type = Playsnd
trigger1=AnimElem=4
Value = 4000,7
freqmul = 1.1
[State ]
type = Playsnd
trigger1=AnimElem=4
Value = 4000,2
[State ]
type = Playsnd
trigger1=AnimElem=4
Value = 4000,14
[State ]
type=Playsnd
trigger1=AnimElem=4
trigger2=AnimElem=5
trigger3=AnimElem=6
trigger4=AnimElem=7
trigger5=AnimElem=8
trigger6=AnimElem=9
value=4000,12
freqmul=1.3

[State ]
type=BGPalfx
trigger1=movehit=1
Time=5
invertall=1
persistent=0
ignorehitpause=1

[State ]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
Attr = S,SA
Damage = 49,9
priority = 4, H
guardflag = M
getpower = 40,40
pausetime = 2,8
guard.pausetime = 2,10
sparkno = s7003
sparkxy = -10,-78
hitsound = s490,1
guard.sparkno = s7012
guardsound = s122,0
animtype = h
ground.type = l
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -8,-8
air.velocity = -8,-7
yaccel=.48
Fall = 1
Fall.Recover = 0
envshake.time=10
envshake.freq=120
envshake.ampl=12

[State ]
type = Changestate
trigger1 = !AnimTime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;ブラッディ・エクスキュージョン
[Statedef 1800]
type=U
Physics=N
movetype=U
ctrl = 0
juggle=8*(palno<7)
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1800
value=1800
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0

[State ]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2stateno !=[140,155]
attr = S,ST
hitflag = M
priority = 1,M
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1801
p2stateno = 1805
fall = 1
Fall.recover = 0
ground.velocity = -4,-20
air.velocity = -4,-20
ground.hittime = 20
air.hittime = 20
yaccel = .60
[State ]
type = ChangeState
Trigger1 = movehit
value = var(9):=1801+(var(8):=0)
ctrl = 1
[State ]
type = ChangeState
Trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;掴み 1
[Statedef 1801]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=2
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1801
value=1801
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0

[State ]
type = Explod
trigger1 = animelem = 2
anim = 7080
id = 3000
postype = p1
pos = 34,-155
bindtime = 1
ontop = 1
ownpal = 1
supermove = sysvar(0)
pausemovetime = 99*sysvar(0)

[State ]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 1810
postype = p1
pos = -20,0
bindtime = 1
ownpal = 1
ontop=1
supermove = sysvar(0)
pausemovetime = 99*sysvar(0)
[State ]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 1810
postype = p1
pos = 20,0
facing=-1
bindtime = 1
ownpal = 1
ontop=1
supermove = sysvar(0)
pausemovetime = 99*sysvar(0)

[State ]
type = EnvShake
trigger1 = animelemtime(4) >= 0
trigger1 = gametime%2
time = 2
ampl = 4*1-2*(Random%2)
freq = 95
phase = 95

[State ]
type = PlaySnd
trigger1 = animelem = 1
value = 800, 0

[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 2400,0

[State ]
type = PlaySnd
trigger1 = animelem = 5
value = 4000,0

[State ]
type = TargetBind
trigger1 = numtarget && AnimElem =1
pos = 50,-93
[State ]
type = TargetBind
trigger1 = numtarget
trigger1 = animelemtime(2) >= 0
pos = 34,-150

[State ]
type = targetlifeadd
trigger1 = numtarget
trigger1 = animelemtime(5) >= 0
trigger1 = Gametime%6=0
value = -4
abslute = 1
Kill = 0

[State ]
type = TargetFacing
trigger1 = numtarget
facing = -1

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

[State ]
type = changeState
trigger1 = Time > 120 && !sysvar(0)
trigger2 = var(8) > 120 && sysvar(0)
value = var(9):=1802+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
;終了
[Statedef 1802]
type=U
Physics=N
movetype=U
ctrl = 0
sprpriority=2
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1802
value=1802
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0

[State ]
type = envshake
trigger1 = animelem = 1
time = 9
freq = 120
ampl = 14

[State ]
type = playsnd
trigger1 = Animelem = 1
value = 500,2
volume = 255
[State ]
type = PlaySnd
trigger1 = animelem = 1
value = 490,0

[State ]
type = PlaySnd
trigger1 = animelem = 1
value = 4000,1

[State ]
type = playsnd
trigger1 = animelem = 1
value = 4000,10

[State ]
type = Bgpalfx
trigger1 = animelem = 1
time = 5
invertall = 1

[State ]
type = targetlifeadd
trigger1 = numtarget
trigger1 = animelem = 1
value = -80
abslute = 1

[State ]
type = TargetBind
trigger1 = numtarget
trigger1 = animelem = 1
pos = 34,-155

[State ]
type = TargetState
trigger1 = numtarget
trigger1 = animelem = 1
value = 1806

[State ]
type = Changestate
trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1

;---------------------------------------------------------------------------
;(ENEMY)掴まれ
[Statedef 1805]
type = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State ];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1805

[State ]
type = angledraw
trigger1 = AnimElemTime(4)>=0
scale = 1-0.01*(Cos(Pi*Gametime*5)/64*10),1-0.01*(Cos(Pi*Gametime*5)/64*10)
[State ]
type = Palfx
trigger1 = AnimElemTime(4)>=0
trigger1 = Time%4<2
invertall = 1
mul = 128,0,0
time = 1
[State ]
type = Palfx
trigger1 = AnimElemTime(4)>=0
trigger1 = Time%4>1
invertall = 1
mul = 128,208,208
time = 1

[State ];カメラ固定
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 0,0

;---------------------------------------------------------------------------
;(ENEMY)掴まれ
[Statedef 1806]
type = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State ]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050
[State ]
type=Velset
trigger1=!time
x=-3
y=-10
[State ]
type=veladd
trigger1=1
y=0.38

[State ]
type=Selfstate
trigger1=Pos Y>0&&vel Y>0
value=5100
Ignorehitpause=1

;---------------------------------------------------------------------------
;エルムンド・ランス
[Statedef 1150]
type=U
Physics=N
movetype=U
ctrl = 0
juggle=0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=s
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=[1150,1154]
value=1150
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=changeanim
trigger1=prevstateno=1150&&AnimElem=1
value=anim
elem=6
ignorehitpause=1
[State ]
type=playsnd
trigger1=AnimElem=6
value=4000,30
[State ]
type=Helper
trigger1=!Ishelper&&AnimElem=6&&!sysvar(0)
trigger1=Anim=[1150,1153]
ID=1160
Stateno=1160
Name="El mundo Lance	"
pos=40+70*(Anim=1151)+140*(Anim=1152)+210*(Anim=1153),0
ownpal=1
size.xscale=1
size.yscale=1
supermovetime=99
pausemovetime=99
[State ]
type=Helper
trigger1=!Ishelper&&AnimElem=8&&!sysvar(0)
trigger1=Anim=1154
ID=1160
Stateno=1160
Name="El mundo Lance	"
pos=floor(p2dist x),0
ownpal=1
size.xscale=1
size.yscale=1
supermovetime=99
pausemovetime=99
[State ]
type=Helper
trigger1=!Ishelper&&AnimElem=6&&sysvar(0)
trigger1=Anim=[1150,1153]
ID=1160
Stateno=1160
helpertype=Player
Name="El mundo Lance	"
pos=40+70*(Anim=1151)+140*(Anim=1152)+210*(Anim=1153),0
ownpal=1
size.xscale=1
size.yscale=1
supermovetime=99
pausemovetime=99
[State ]
type=Helper
trigger1=!Ishelper&&AnimElem=8&&sysvar(0)
trigger1=Anim=1154
ID=1160
Stateno=1160
helpertype=Player
Name="El mundo Lance	"
pos=floor(p2dist x),0
ownpal=1
size.xscale=1
size.yscale=1
supermovetime=99
pausemovetime=99
[State ]
type=varset
trigger1 = AnimElem = 1
var(5) = 0
Ignorehitpause = 1
[State ]
type = ChangeState
triggerall = var(8) && var(5)<4 && (AnimElemNo(0) = [9,15])
trigger1 = (Command="a"^^Command="b"^^Command="c"^^Command="x"^^Command="y" )&& !Var(59)
trigger1 = var(5) := var(5)+1 ||1
value = var(9):=1150+(var(8):=0)
anim = 1150+(command="a")+2*(command="y")+3*(command="b")+4*(command="c")
[State ]
type = ChangeState
triggerall = var(8) && var(5)<4 && (AnimElemNo(0) = [9,15])
trigger1 = var(59) && (Enemynear,Stateno = [120,155]) || (Enemynear,Stateno!=[120,155]) && var(59) > 7
trigger1 = var(59) > 5 && Random<Random%30 *(var(59)-5) && var(59) < 10
trigger1 = var(5) := var(5)+1 ||1
value = var(9):=1150+(var(8):=0)
anim = 1150+Random%5
[State ]
type = ChangeState
triggerall = var(8) && var(5)<4 && (AnimElemNo(0) = [9,15])
trigger1 = var(59) > 9 && AnimElemNo(0) = 15
trigger1 = var(5) := var(5)+1 ||1
value = var(9):=1150+(var(8):=0)
anim = 1154
[State ]
type = ChangeState
Trigger1 = !Animtime
value = var(9):=0+(var(8):=0)
ctrl = 1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=0||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
;---------------------------------------------------------------------------
;相手縛りつけ
[Statedef 1155]
type=U
movetype=U
physics=U

[State ]
type = ChangeState
trigger1 = Name = "HD" && (sysvar(0)||Ishelper)
trigger2 = Name != "HD"
trigger2 = Enemy(Enemy,name!="HD"&&Numenemy>1),sysvar(0)
value = Ifelse(Name!="HD",0,5150*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type = StateTypeSet
trigger1 = 1
Statetype = A
Movetype = H
Physics = N
[State ]
type=Changeanim
trigger1=1
value=anim
Ignorehitpause=1
[State ]
type=nothitby
trigger1=1
value=
ignorehitpause=1
[State ]
type=nothitby
trigger1=1
value2=
ignorehitpause=1
[State ]
type=Trans
trigger1=Gametime%3=0
Trans=Addalpha
alpha=128,256
ignorehitpause=1
[State ]
type=Trans
trigger1=Gametime%3=1
Trans=Addalpha
alpha=0,256
ignorehitpause=1
[State ]
type=velset
trigger1=1
x=0
y=0
[State ]
type=velset
trigger1=time>120
x=-3
y=-8
[State ]
type=Selfstate
trigger1=time>120
value=5050
;---------------------------------------------------------------------------
; 相手奪いステート
;---------------------------------------------------------------------------
; ヒットストップ
;---------------------------------------------------------------------------
[Statedef 1940]
type= U
movetype= U
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeState
trigger1 = Name = "HD" && (sysvar(0)||Ishelper)
trigger2 = Name != "HD"
trigger2 = Enemy(Enemy,name!="HD"&&Numenemy>1),sysvar(0)
value = Ifelse(Name!="HD",0,5150*Ishelper)
Persistent=256
ignorehitpause = 1

[State ]
type = Selfstate
triggerall = time = 0
trigger1 = Prevstateno = [1940,1960]
trigger2 = Prevstateno = [5020,5100]
value = 5020

[State ]
type = StatetypeSet
trigger1 = 1
Statetype = A
movetype = H

[State ]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State ]
type = ChangeAnim
trigger1 = !SelfAnimExist(5012)
value = 5050

[State ]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1955

[State ]
type = Nothitby
trigger1= 1
value =
[State ]
type = Nothitby
trigger1= 1
value2 =
;---------------------------------------------------------------------------
; ヒットストップ
;---------------------------------------------------------------------------
[Statedef 1950]
type= U
movetype= U
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeState
trigger1 = Name = "HD" && (sysvar(0)||Ishelper)
trigger2 = Name != "HD"
trigger2 = Enemy(Enemy,name!="HD"&&Numenemy>1),sysvar(0)
value = Ifelse(Name!="HD",0,5150*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type = StatetypeSet
trigger1 = 1
Statetype = A
movetype = H

[State ]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012
[State ]
type = ChangeAnim
trigger1 = !SelfAnimExist(5012)
value = 5050

[State ]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1955

[State ]
type = Nothitby
trigger1= 1
value =
[State ]
type = Nothitby
trigger1= 1
value2 =
;---------------------------------------------------------------------------
;吹っ飛び開始
;---------------------------------------------------------------------------
[Statedef 1955]
type= U
movetype= U
physics = N
ctrl = 0

[State ]
type = ChangeState
trigger1 = Name = "HD" && (sysvar(0)||Ishelper)
trigger2 = Name != "HD"
trigger2 = Enemy(Enemy,name!="HD"&&Numenemy>1),sysvar(0)
value = Ifelse(Name!="HD",0,5150*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type = StatetypeSet
trigger1 = 1
Statetype = A
movetype = H

[State ]
type = ChangeAnim
trigger1 = !Time
trigger1 = selfanimexist(5050)
value = 5050

[State ]
type = VelSet
trigger1 = Time = 0
x = -12
y = -7 * (!Alive)

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

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

[State ]
type = SelfState
trigger1 = !Alive
trigger1 = Time = 0
value = 5050

[State ]
type = ChangeState
triggerall = Alive
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
trigger3 = Time > 300
value = 1956

[State ]
type = SelfState
triggerall = Time
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[State ]
type = Nothitby
trigger1= 1
value =
[State ]
type = Nothitby
trigger1= 1
value2 =
;---------------------------------------------------------------------------
;壁にぶつかる
;---------------------------------------------------------------------------
[Statedef 1956]
type= U
movetype= U
physics = N
ctrl = 0

[State ]
type = ChangeState
trigger1 = Name = "HD" && (sysvar(0)||Ishelper)
trigger2 = Name != "HD"
trigger2 = Enemy(Enemy,name!="HD"&&Numenemy>1),sysvar(0)
value = Ifelse(Name!="HD",0,5150*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type = StatetypeSet
trigger1 = 1
Statetype = A
movetype = H

[State ]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State ]
type = PosAdd
trigger1 = Time = 0
x = 5 - BackEdgeBodyDist

[State ]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State ]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 50
ampl = 10

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

[State ]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = selfanimexist(5012)
value = 5012

[State ]
type = ChangeState
trigger1 = !Animtime
value = 1960

[State ]
type = Nothitby
trigger1= 1
value =
[State ]
type = Nothitby
trigger1= 1
value2 =
;---------------------------------------------------------------------------
;last かんふーまんこぴぺ
;---------------------------------------------------------------------------
[Statedef 1960]
type= U
movetype= U
physics = N
ctrl = 0

[State ]
type = ChangeState
trigger1 = Name = "HD"  && (sysvar(0)||Ishelper)
trigger2 = Name != "HD"
trigger2 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
value = Ifelse(Name!="HD",0,5150*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type = StatetypeSet
trigger1 = 1
Statetype = A
movetype = H

[State ]
type = VelSet
trigger1 = Time = 0
y = -6

[State ]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State ]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State ]
type = VelAdd
trigger1 = 1
y = .35

[State ] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State ] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State ] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State ] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State ]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[State ]
type=nothitby
trigger1=1
value=
ignorehitpause=1
[State ]
type=nothitby
trigger1=1
value2=
ignorehitpause=1

;---------------------------------------------------------------------------
;KRSW
[Statedef 1390]
type=U
Physics=N
movetype=U
ctrl=0
juggle=0
sprpriority=1
juggle=0
hitdefpersist=1*(name!="HD"||var(8))
movehitpersist=1*(name!="HD"||var(8))
hitcountpersist=1*(name!="HD"||var(8))
[State ]
type = ChangeState
trigger1 = Name != "HD"
trigger1 = Enemy(Enemy,name!="HD"&&Numenemy>1),Sysvar(0)
trigger2 = Name!="HD" &&Ishelper
value = Ifelse(Name!="HD",0,5900*Ishelper)
Persistent=256
ignorehitpause = 1
[State ]
type=Statetypeset
trigger1=1
statetype=s
movetype=a
physics=n
ignorehitpause=1
[State ]
type=changeanim
trigger1=anim!=1390
value=1390
ignorehitpause=1
[State ]
type=velset
trigger1=animelem=1
x=0
y=0
[State ]
type=velset
trigger1=animelem=6&&0
x=-9
[State ]
type=velMul
trigger1=animelem=7
trigger2=animelem=8
trigger3=animelem=9
x=.75
[State ]
type=velset
trigger1=animelem=10
x=0
[State ]
type=Playsnd
trigger1=animelem=6
value=4000,29
freqmul=1.1
volume=255
[State ]
type=Playsnd
trigger1=animelem=6
value=4000,29
volume=255
[State ]
type=Playsnd
trigger1=animelem=6
value=4000,6
[State ]
type=envshake
trigger1=AnimElem=6
Time=7
freq=130
ampl=8
ignorehitpause=1
[State ]
type=Helper
trigger1=!Ishelper&&AnimElem=4&&!sysvar(0)
ID=1395
Stateno=1395
Name="Killing.Rage.Souls.Wave"
pos=80,-88
ownpal=1
size.xscale=1
size.yscale=1
supermovetime=99
pausemovetime=99
[State ]
type=ChangeState
Trigger1=!Animtime
value=var(9):=0+(var(8):=0)
ctrl=1
[State ]
type=Null
trigger1=sysvar(0)
trigger1=fvar(0):=vel x||fvar(1):=0||1
ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(2)=var(8)
Ignorehitpause=1
[State ]
type=varset
trigger1=1
sysvar(3)=var(9)
Ignorehitpause=1
[State ]
type=nothitby
trigger1=1
value=
ignorehitpause=1
[State ]
type=nothitby
trigger1=1
value2=
ignorehitpause=1
