;　ディフェンスとパワー操作

[Data]
life    = 1000          ;体力ゲージの初期値
attack  = 100           ;攻撃力%
defence = 110         ;防御力%
power   = 8000         ;超必殺技ゲージ最大値
fall.defence_up = 90    ;ダウン時に攻撃された時に一時的に上がる防御力
liedown.time    = 53    ;倒れてから起上がるまでの時間
airjuggle = 999          ;空中でどれだけコンボが繋がるか
sparkno   = -1           ;hitdefで設定していない時の基本ヒットスパークナンバー
guard.sparkno   = -1    ;hitdefで設定していない時の基本ガードスパークナンバー
KO.echo = 1             ;1にするとKOされた時に声にエコーがかかる
volume  = 80            ;キャラの音量。255が最高
IntPersistIndex = 49    ;Varの次ラウンド持ち越しが可能
FloatPersistIndex = 20  ;同じくFVarの次ラウンド持ち越しが可能

[Size];サイズって言われてもねぇ…
xscale = 0.98              ;水平方向の縮尺
yscale = 0.98              ;垂直方向の縮尺
ground.back  = 15       ;キャラクターの幅（後方、地上）
ground.front = 13       ;キャラクターの幅（前方、地上）
air.back  = 12          ;キャラクターの幅（後方、空中）
air.front = 12          ;キャラクターの幅（前方、空中）
height    = 60          ;キャラの高さ(の3分の2くらい)
attack.dist  = 100      ;攻撃時に相手がガード体勢に入る最低距離（最大320）
proj.attack.dist = 90   ;相手がガード体勢に入る発射物との最低距離（最大320）
proj.doscale = 0        ;xscale, yscaleの設定が発射物にも有効かどうかの設定（1なら有効）
head.pos = -4, -80      ;頭の大体の座標（BindToTarget使用時に必要）
mid.pos  = -2, -55      ;体中心の大体の座標（BindToTarget使用時に必要）
shadowoffset = 0        ;影の垂直方向オフセット(画像位置ズレ補正手段)
draw.offset  = 0,0      ;描画位置オフセット(画像位置ズレ補正最終手段)

[Velocity]
walk.fwd  = 2.5           ;前に歩く時の速度
walk.back = -2.7          ;後ろに歩く時の速度
run.fwd   = 6, 0          ;前に走る時の速度 (x, y) ホップさせる時は y を 0 以下にする
run.back  = -5,-3         ;後ろに走る時の速度 (x, y) 走らせる時は y を 0 にします
jump.neu  = 0,-8.4        ;ジャンプ時の垂直移動速度 (x, y)
jump.back = -2.3          ;後ろにジャンプした時の水平移動速度
jump.fwd  = 2.5           ;前にジャンプした時の水平移動速度
runjump.back = -2.5 ,-8.1 ;後ろに走りながらのジャンプ時の速度指定
runjump.fwd  = 4,-8.1     ;前に走りながらのジャンプ時の速度指定
airjump.neu  = 0,-8.1     ;空中ジャンプ時の垂直移動速度
airjump.back = -2.4       ;空中で後ろにジャンプした時の水平移動速度
airjump.fwd  = 2.5        ;空中で前にジャンプした時の水平移動速度

[Movement]
airjump.num = 1       ;空中ジャンプの回数
airjump.height = 35   ;空中ジャンプに必要な最低限の高さ
yaccel = .44          ;垂直方向にかかる加速度（重力）
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数



; タイムオーバー負け
[Statedef 170]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------------------------------------------------------------
; 勝った動作
[Statedef 180]
type = S

[State 180, ファイナル]
type = ChangeState
trigger1 = random=[0,400]
value = 181

[State 180, ファイナル]
type = ChangeState
trigger1 = random>=500
value = 182
;---------------------------------------------------------------------------
;勝利 ローラーにやられる
;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 25132
velset = 0,0

[State 1000, 0]
type = AssertSpecial
trigger1 = time <=140
flag = roundnotover

[state ローラー]
type = helper
trigger1 = time = 0
name = "sekai+ro-ra-"
helpertype = normal
id = 466665
stateno = 25222
PosType = p1
pos = 20, -800
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noko

[State 1000, 0]
Type = LifeSet
trigger1 = time = 62
Value = 0

[State 1]
type = PlaySnd
trigger1 = time = 62
value = S73,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------------------------------------------------------------
; 勝利ポーズ
[Statedef 181];ローラーで帰る
type = S
ctrl = 0
anim = 12000
velset = 0,0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[state ローラー]
type = helper
trigger1 = time = 0 && facing = 1
name = "ro-ra-"
helpertype = normal
id = 466663
stateno = 25211
PosType = left
pos = -120, 5
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[state ローラー]
type = helper
trigger1 = time = 0 && facing = -1
name = "ro-ra-"
helpertype = normal
id = 466663
stateno = 25211
PosType = right
pos = 120, 5
Facing = -1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 180, ファイナル]
type = ChangeState
trigger1 = helper(466663),var(10)=1
value = 291944

;---------------------------------------------------------------------------
[Statedef 291944];ローラーで帰る
type = S
ctrl = 0
anim = 2330
velset = 0,0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 0]
type = Veladd
trigger1 =  time <=30
y = -0.18

[State 1000, 0]
type = Veladd
trigger1 =  time =[30,60]
y = 0.23

[State 1000, 0]
Type = SprPriority
Trigger1 = Time >= 30
Value = 19999999999999999999999999

[State 1000, 0]
type = Velset
trigger1 =  time =91
y = 0

[State 180, ファイナル]
type = Changeanim
trigger1 = time = 91
value = 25132

[State 1000, 0]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,0

[State 1]
type = PlaySnd
trigger1 = time = 91
value = S40,0

[State 180, ファイナル]
type = ChangeState
trigger1 = time = 110
value = 291945

;---------------------------------------------------------------------------
[Statedef 291945];ローラーで帰る
type = S
ctrl = 0
anim = 52521
velset = 0,0

[State 1000, 0]
type = AssertSpecial
trigger1 = time <=200
flag = roundnotover

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noko

[State 1000, 0]
Type = LifeSet
trigger1 = helper(466663),stateno =23001 && helper(466663),time = 1
Value = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 0]
type = Veladd
trigger1 = 1
x = 0.12

[State 1000, 0]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,0

[State 0]
type = PlaySnd
trigger1 = helper(466663),stateno =23001 && helper(466663),time = 1
value = S11,0
;---------------------------------------------------------------------------

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

;---------------------------------------------------------------------------
[Statedef 190]
Type   = S
Anim   = 704
Ctrl   = 0
VelSet = 0,0

[State N] ;DIO　廃止
Type     = null;ChangeState
Trigger1 =  Random <=500
Value    = 81

[State N] ;DIO 廃止
Type     = null;ChangeState
Trigger1 =  Random >=500
Value    = 191

[State N] ;欲しい物は･･･　貴様だ　専用
Type     = ChangeState
Trigger1 =  p2name = "Sakuya Izayoi" && enemy,stateno = 192
Value    = 2015

[State N] ;ローラー破壊
Type     = ChangeState
Trigger1 =  Random =[500,888]
Value    = 2010

[State N] ;dio殺し
Type     = ChangeState
Trigger1 =  Random <=500
Value    = 2011
;-------------------------------
[Statedef 2011];世界窓ガラス破壊
type = S
ctrl = 0
anim = 25132
velset = 0,0
sprpriority = -1

[State 0]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic

[state sekai]
type = helper
trigger1 = time = 70
name = "Sekai"
helpertype = normal
id = 45132
stateno = 27136
PosType = left
pos = 0,0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 0]
type = PlaySnd
trigger1 = time = 0
value = S74,0
volume = 255

[State N]
Type     = Changeanim
Trigger1 =  time = 200
Value    = 12000

[State N]
Type     = Changeanim
Trigger1 =  time = 250
Value    = 2415

[State 0]
type = PlaySnd
trigger1 = time =250
value = S74,1

[State 0]
type = PlaySnd
trigger1 = time =250
value = S75,random%3

[state オーラ]
type = helper
trigger1 = time = 250
name = "o-ra"
helpertype = normal
id = 451213
stateno = 2711325
PosType = p1
pos = 0,40
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State N] 
Type     = ChangeState
Trigger1 =  time = 350
Value    = 0
;-------------------------------
[Statedef 2015];影咲夜専用
type = S
ctrl = 0
anim = 0
velset = 0,0
sprpriority = -1

[State 0]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic

[State 0]
type = PlaySnd
trigger1 = time = 200
value = S72,1
volume = 255

[State N]
Type     = Changeanim
Trigger1 =  time = 200
Value    = 25132

[State 0]
type = PlaySnd
trigger1 = time = 325
value = S72,0
volume = 255

[State N] 
Type     = Changeanim
Trigger1 =  time = 325
Value    = 17003

[State 0]
type = PlaySnd
trigger1 = time = 400
value = S20,0

[State  !]
type = Explod
trigger1 = time = 400
anim = 21125
ID =141
pos = 0,-100
Postype = p2
scale = 0.75,0.75
removetime = 30
sprpriority = -99999999999
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State N]
Type     = ChangeState
Trigger1 =  time = 440
Value    = 0
;-------------------------------
[Statedef 2010];ローラー破壊
type = S
ctrl = 0
anim = 425
velset = 0,0
sprpriority = -100

[State 0]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic

[state ローラー]
type = helper
trigger1 = time = 0
name = "ro-ra-"
helpertype = normal
id = 42211
stateno = 23000
PosType = p1
pos = 0, 5
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 0]
type = PlaySnd
trigger1 = time = 0
value = S69,0
volume = 255

[State N] ;DIO
Type     = ChangeState
Trigger1 =  time >=200
Value    = 0
;-------------------------------
[Statedef 81];DIO結合
type = S
ctrl = 0
anim = 9980
velset = 0,0

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

[State 600,***]
type = Explod
trigger1 = time = 10
anim = 4204
id =221
removetime = -1
ontop = 1
vel = 15,0
pos = -450,-5
ownpal = 1
postype = p1
scale = 1,1
under = 99
;bindtime = -1

[State 600,***]
type = Explod
trigger1 = time = 10
anim = 4203
id =222
removetime = -1
ontop = 1
vel = -15,0
pos = 450,-5
ownpal = 1
postype = p1
scale = 1,1
under = 99
;bindtime = -1

[State 0]
type = modifyexplod
trigger1 = time >=37
ID = 221
removetime = 12
postype = p1
pos = -(animelemtime(1)*4)
facing = 1

[State 0]
type = modifyexplod
trigger1 = time >=37
ID = 222
removetime = 12
postype = p1
pos= -(animelemtime(1)*4)
facing = 1

[State 0]
type= allpalfx
trigger1= time = 40
time = 4
add = 255,255,255
sinadd = -255,-255,-255,16

[State 188, flash]
type=allpalfx
trigger1= time = 40
time=120
add=255,255,255
sinadd=-255,-255,-255,480

[State 0]
type = PlaySnd
trigger1 = time = 0
value = S56,1

[State 0]
type = PlaySnd
trigger1 = time = 0
value = S56,3

[State 0]
type = PlaySnd
trigger1 = time = 45
value = S56,4

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 45
value = 2145

[State 0]
type = PlaySnd
trigger1 = time = 120
value = S20,0

[State 600,***]
type = Explod
trigger1 = time = 120
anim =29011
id = 2121234
pos = 0,-48
facing = 1
postype = p1
sprpriority = -9999
bindtime = -1
removetime = 30
scale = 0.8,0.8

[State 0]
type = PlaySnd
trigger1 = time = 160
value = S56,2

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 160
value = 4529

[State 190,~イントロ3つ目ノーマルパレット１~]
Type     = ChangeState
Trigger1 = time = 220
Value    = 0
;-----------------------------------
[Statedef 80];中国の涙
type = S
ctrl = 0
anim = 751
velset = 0,0

[State 0]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nomusic

[State 2900, 1];中国
type = helper
trigger1 = time = 100
trigger1 = numhelper(5124)=0
id = 5124
persistent = 0
name = "muni"
pos = 300,0
postype = p1
stateno = 14401
helpertype = player
keyctrl = 0
ownpal = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
fv = 1
value = 255

[State 1000, 0]
type = Varadd
trigger1 = time = [161,481]
trigger1 = fvar(1) >=1
fv = 1
value = -5

[State 1000, 0]
type = EnvColor
trigger1 = time = [161,481]
value = fvar(1),fvar(1),fvar(1)
time = 1
under = 0


[State 600,***]
type = Explod
triggerall = time >=200
triggerall = anim = 2222
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40 || animelem = 41
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = 3000+random%2
id =112434112
;removetime = -1
ontop = 1
pos = 0,-40
ownpal = 1
postype = p1
scale = 1,1
under = 99
bindtime = -1

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 158
value = 820

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 200
value = 2222

[State 2624]
type = envshake
triggerall = time >=200
triggerall = anim = 2222
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40 || animelem = 41
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = IfElse((animelem = 49),17,5)
freq = 90
ampl = IfElse((animelem = 49),-17,-13)

[State 2624]
type = envcolor
triggerall = time >=200
triggerall = anim = 2222
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = 1
value = 220,220,255

[State 2624]
type = hitadd
triggerall = anim = 2222
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = 1

[State 2624]
type = playsnd
triggerall = anim = 2222
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = s50,4

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 481
value = 737

[State 0]
type = PlaySnd
trigger1 = time = 481
value = S5,64

[State 0]
type = PlaySnd
trigger1 = time = 481
value = S31,5

[State 190,~イントロ3つ目ノーマルパレット１~]
Type     = ChangeState
Trigger1 = anim = 737 
trigger1 = animelem = 9
Value    = 0
ctrl = 1

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

;---------------------------------------------------------------------------
;イントロ選択
[Statedef 191]
type = S
ctrl = 0
anim = 41211
velset = 0,0

[State haha]
type = AssertSpecial
trigger1 = 1
flag = intro


[State ScreenBound]
type       = ScreenBound
Trigger1   = 1
value      = 0
movecamera = 0,0

[State Initializer]
type = ChangeAnim
trigger1 = RoundState = 0
value  = 20
persistent = 0

[State 191, Intro not yet over]
type     = AssertSpecial
trigger1 = RoundNo = 1 && Time = [0,300]
flag     = intro
flag2    = nomusic

[State 191, Intro not yet over]
type     = AssertSpecial
trigger1 = RoundNo >= 2 && Time = [60,221]
flag     = intro
flag2    = nomusic

[State 191, Intro not yet over]
type     = AssertSpecial
trigger1 = roundno = 1
trigger2 = RoundNo >= 2 && Time = [0,300]
flag    = intro

[State 191, Position]
type     = PosAdd
trigger1 = Facing = 1 && RoundState = 0
x        = -130
persistent = 0

[State 191, Position]
type     = PosAdd
trigger1 = Facing = -1 && RoundState = 0
x        = -131
persistent = 0

[State 191, Position]
type     = Stopsnd
trigger1 = time = 60
channel = -1

[State 1000, 0]
type = PlaySnd
trigger1 = time = 0
trigger1 = p2name = "Broly 'le cauchemar' super saiyen nv3" 
value = S4,36

[State that gives the inverted effect]
type      = BGPalFX
trigger1  = StateTime = [60, 240]
;trigger1   = Command != "x" && Command != "y" & Command != "z"
;trigger1   = Command != "a" && Command != "b" && Command != "c" && Command != "s"
;trigger1   = Command != "holdup" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
mul       = 256,256,256
invertall = 1
color = 0
time      = 1 ;90
ignorehitpause = 1
;persistent = 0

[State of THE WORLD]
type       = Pause
trigger1   = time = 60 ;(Time = [60, 240]) && time % 2 = 0
trigger1   = Command != "x" && Command != "y" && Command != "z"
trigger1   = Command != "a" && Command != "b" && Command != "c" && Command != "s"
trigger1   = Command != "holdup" && Command != "holddown" && Command != "holdfwd" && Command != "holdback"
movetime   = 120;3
time       = 120;3
darken     = 0
p2defmul   = 0
;persistent = 0

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

[State 191, Voice Intro randomizer]
type     = VelSet
trigger1 = Time > 60 && Anim = 20
x = 2.2 ;Const(velocity.walk.fwd.x)

[State 191, Go to Stance]
type     = ChangeAnim
trigger1 = Time = 115
value    = 751

[State 191, Go to Stance]
type     = ChangeState
trigger1 = Anim = 751 && AnimTime = 0
value    = 0

;---------------------------------------------------------------------------
; アピール

[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
facep2 = 1      ;相手の方を向く

[State 195, パワーが溜まる(闘魂風味)]
type = PowerAdd
trigger1 = Time = 44
value = 200

[State 195, 少し早め]
type = CtrlSet
trigger1 = Time = 48
value = 1

[State 195, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 3] 
type = CtrlSet
trigger1 = var(2)=1 && fvar(1)<=1
value = 0

[State 0, 3] 
type = CtrlSet
trigger1 = var(2)=0
value = 1

[State 0, 3] 
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, 2]
type = posSet
triggerall = !ishelper
trigger1 = !ishelper
trigger1 = Time = 0
y = 0

[State 0, 4] ;Are you dead?
type = ChangeState
triggerall = !ishelper
trigger1 = !alive
value = 5050



;-----------------------------------------------------------------------
;ザ・ワールド 時よ止まれ！
;-----------------------------------------------------------------------
[Statedef 12000]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 12000
ctrl     = 0
poweradd = -100
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = animelem = 4
value = S64,1

[State 1]
type = PlaySnd
trigger1 = animelem = 3
value = S18,1

[State 0, 背景]
type = Explod
trigger1 = animelem = 4
ID = 2154
anim = 2154
pos = (facing=-1),0
postype = Back
sprpriority = -9999999
facing = 1
ownpal = 1
scale = .833333333,1.07
removetime = 48
supermovetime = 9999

[State 1031,カットイン]
Type     = Helper
trigger1 = animelem = 4 && facing = 1
Name     = ""
Stateno  = 2222
ID       = -1
facing = 1
Pos      = 0,60;50,30
PosType  = left
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[State 1031,カットイン]
Type     = Helper
trigger1 = animelem = 4 && facing = -1
Name     = ""
Stateno  = 2222
ID       = -1
facing = -1
Pos      = 0,60;50,30
PosType  = right
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[state 1]  
type = superpause
trigger1 = animelem = 4
time = 40
movetime = 0
darken = 0
anim = -1

[State 2240, 着地]
type = ChangeState
trigger1 = time = 55
value = 12005


;-------------------------------------
;時止め
;------------------------------------
[Statedef 12005]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 7623
ctrl     = 0
poweradd = -3000
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S18,2

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S65,0

[State 時止めストパ]
type = Varset
trigger1 = 1
fv = 1    ;fv = 10
value = 8000

[State 開始変数]
type = Varset
trigger1 = 1
v = 2    ;fv = 10
value = 1

[State explod];時計
type = Explod
trigger1 = time = 0
ID = 9
anim = 5672
removetime = -2
sprpriority = -99999
postype = p1
pos = -216,-280
scale = 0.75,0.75
ownpal = 1
bindtime = 1
supermovetime = 9999
pausemovetime = 9999
under = 99
trans = add

[State 2240, 着地]
type = ChangeState
trigger1 = time = 80
value = 12006

;------------------------------------
;時止め開始
;------------------------------------
[Statedef 12006]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 12006
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = null;PlaySnd
trigger1 = time = 0
value = S40,0

[State 2240, 着地]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;------------------------------------
;時止め　終了
;------------------------------------
[Statedef 12007]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = time = 0 && numproj <=20
value = S6,64

[State 1]
type = PlaySnd
trigger1 = time = 0 && numproj >=21
value = S45,0

[State 時止め終了]
type = Varset
trigger1 = time = 110 && numproj <=20
trigger2 = time = 130 
v = 2    ;fv = 10
value = 0

[State 2240, 着地]
type = ChangeState
trigger1 = time = 220 && helper(20350),numhelper(51255) <=20
trigger2 = time = 220 
value = 0
ctrl = 1

;-----------------------------------------------------------------
;超必　チェックメイト Ver2
;-----------------------------------------------------------------
[Statedef 62000]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = ifelse(var(2)=1,0,-1000)
sprpriority = 2

[State 2240, 帰るお]
type = ChangeState
;trigger1 = numhelper(20350) = 1
trigger1 = helper(20350),stateno !=69000
trigger1 = time >=10
trigger2 = time >=20 && numhelper(20350)=0
value = 0
ctrl = 1

;-----------------------------------------------------------------
;超必　チェックメイト
;-----------------------------------------------------------------
[Statedef 65000]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = ifelse(var(2)=1,0,-1000)
sprpriority = 2

[State 2240, 帰るお]
type = ChangeState
;trigger1 = numhelper(20350) = 1
trigger1 = helper(20350),stateno !=67000
trigger1 = time >=10
trigger2 = time >=20 && numhelper(20350)=0
value = 0
ctrl = 1

;--------------------------------------------
;パニッシュメント
;--------------------------------------------
[Statedef 31050]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = ifelse(var(2)=1,0,-1800)
sprpriority = 2

[State 1000, 0]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = 0

[State 200, 2]
type = Explod
trigger1 = time = 0
anim = 4125
pos = 0,-60
Postype = p1
facing = -1
sprpriority = 999
ownpal = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 0, 背景]
type = Explod
trigger1 = time = 0
ID = 2154
anim = 2154
pos = (facing=-1),0
postype = Back
sprpriority = -9999999
facing = 1
ownpal = 1
scale = .833333333,1.09
removetime = 32
supermovetime = 9999
pausemovetime = 9999

[State 1031,カットイン]
Type     = Helper
Trigger1 = time = 0
trigger1 = facing = 1
Name     = ""
Stateno  = 2222
ID       = -1
Pos      = 0,60
PosType  = left
OwnPal   = 1
supermovetime = 9999
pausemovetime = 9999
IgnoreHitPause = 1

[State 1031,カットイン]
Type     = Helper
Trigger1 = time = 0
trigger1 = facing = -1
Name     = ""
Stateno  = 2222
ID       = -1
facing =-1
Pos      = 0,60;50,30
PosType  = right
OwnPal   = 1
supermovetime = 9999
pausemovetime = 9999
IgnoreHitPause = 1

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,5
volume = 255

[State 1]
type = PlaySnd
trigger1 = time = 0
value = Sifelse(random>=500,64,67),0;44,0
volume = 255

[state 1]  
type = pause
trigger1 = time = 0
time = 40
movetime = 0
darken = 0
anim = -1

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 1 && !numhelper(40000)
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 41000
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0 && var(30) = 1
fv = 2    ;fv = 10
value = 0

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10 && numhelper(40000) = 0
trigger2 = time >=100
value = 0
ctrl = 1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=1 && helper(40000),stateno = 42000
value = 31051
;ctrl = 1

;------------------------------------------------------
[Statedef 31051];ヒット確
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     =2515
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 1]
type = PlaySnd
trigger1 = animelem = 8
value = S44,0

[State that gives the inverted effect]
type      = BGPalFX
trigger1  = time = 40
mul       = 256,256,256
invertall = 1
color = 0
time      = 40
ignorehitpause = 1

[State of THE WORLD]
type       = Pause
trigger1   = time = 40
movetime   = 20
time       = 20
darken     = 0
p2defmul   = 0

[State 191 1]
type     = AssertSpecial
trigger1 = time = [40,60]
flag     = nomusic

[State 2240 anim]
type = Changeanim
trigger1 = time = 40
value = 9980

[State 1000,***]
type = projectile
trigger1 = time = 65
projanim = 7333
projremovetime = 30
postype = p2
projremove = 0
projhitanim = -1
projID = 999999
offset =0,-55
attr = S,NA
animtype = hard
damage = 15
pausetime = 0,0
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = -1
guardsound = -1
p2stateno = 5010

[State 1000,***]
type = projectile
trigger1 = time = 65
projanim = 7336
projremovetime = 30
postype = p2
projremove = 0
projhitanim = -1
projID = 999999
offset =0,-55
attr = S,NA
animtype = hard
damage = 15
pausetime = 0,30
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = -1
guardsound = -1
p2stateno = 5010



[State 1000,***]
type = projectile
trigger1 = time = 65
projanim = 7334
projremovetime = 30
postype = p2
projremove = 0
projhitanim = -1
projID = 999999
offset =0,-55
attr = S,NA
animtype = hard
damage = 15
pausetime = 0,30
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = -1
guardsound = -1
p2stateno = 5010


[State 1000,***]
type = projectile
trigger1 = time = 65
projanim = 7337
projremovetime = 30
postype = p2
projremove = 0
projhitanim = -1
projID = 999999
offset =0,-55
attr = S,NA
animtype = hard
damage = 15
pausetime = 0,30
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = -1
guardsound = -1
p2stateno = 5010

[State 1000,***]
type = projectile
trigger1 = time = 65
projanim = 7335
projremovetime = 30
postype = p2
projremove = 0
projhitanim = -1
projID = 999999
offset =0,-55
attr = S,NA
animtype = hard
damage = 15
pausetime = 0,30
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = -1
guardsound = -1
p2stateno = 5010

[State 1000,***]
type = projectile
trigger1 = time = 65
projanim = 7338
projremovetime = 30
postype = p2
projremove = 0
projhitanim = -1
projID = 999999
offset =0,-55
attr = S,NA
animtype = hard
damage = 15
pausetime = 0,30
sparkno = -1
sparkxy = -10, -67+(random/200)
p2stateno = 5010

[State 200, 2]
type = Explod
trigger1 = ProjContact(999999)=1
anim = 23400
pos = random%30-random%30,-50+random%30-random%30
Postype = p2
facing = ifelse(random>=500,-1,1)
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 1+(random%20*0.1),1+(random%20*0.1)
fall.recovertime = 25

[State 2240 帰るお]
type = ChangeState
trigger1 = time >=81
value = 31052

;------------------------------------------------------
[Statedef 31052];パニッシュ　終了
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     =25132
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 200, 2]
type = Explod
trigger1 = ProjContact(999999)=1
anim = 23400
pos = random%30-random%30,-50+random%30-random%30
Postype = p2
facing = ifelse(random>=500,-1,1)
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 1+(random%20*0.1),1+(random%20*0.1)
fall.recovertime = 25

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S68,0

[State 2240 帰るお]
type = ChangeState
trigger1 = time >=50
value = 0
ctrl = 1

;----------------------------------------------------
;ロードローラー
;----------------------------------------------------
[Statedef 17800]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 4020
ctrl     = 0
poweradd = ifelse(var(2)=1,0,-2000)
sprpriority = 2

[State 1000, 0]
type = VelSet
trigger1 = 1
y = -12

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

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

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

[State 2240 帰るお]
type = ChangeState
trigger1 = pos y <-300
value = 17801


;----------------------------------------------------
;ロードローラー 続き
;----------------------------------------------------
[Statedef 17801]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

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

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S64,1

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S68,2

[State 0, 背景]
type = Explod
trigger1 = time = 0
ID = 2154
anim = 2154
pos = (facing=-1),0
postype = Back
sprpriority = -9999999
facing = 1
ownpal = 1
scale = .833333333,1.09
removetime = 48
supermovetime = 9999

[State 1031,カットイン]
Type     = Helper
trigger1 = time = 0 && facing = 1
Name     = ""
Stateno  = 2222
ID       = -1
facing = 1
Pos      = 0,60;50,30
PosType  = left
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[State 1031,カットイン]
Type     = Helper
trigger1 = time = 0&& facing = -1
Name     = ""
Stateno  = 2222
ID       = -1
facing = -1
Pos      = 0,60;50,30
PosType  = right
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[state 1]  
type = superpause
trigger1 = time = 0
time = 50
movetime = 0
darken = 0
anim = -1

[State 1000, 0]
type = PosSet
trigger1 = 1
y = -300
x = enemy,pos x+ 20

[State 2240 帰るお]
type = ChangeState
trigger1 = time >=1
value = 17802

;----------------------------------------------------
;ロードローラー 続き
;----------------------------------------------------
[Statedef 17802]
type     = A
movetype = A
physics  = S
juggle   = 1
anim     = 25132
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

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

[State 1000, 0]
type = VelSet
trigger1 = helper(23000),pos y <5
y = 23
x = 4

[State 1000, 0]
type = VelSet
trigger1 = helper(23000),pos y >5
y = 0
x = 0

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "ロードローラー"
helpertype = normal
id = 23000
stateno = 23000
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999999999999999999
pausemovetime = 999999999999999999999
ignorehitpause=1

[State 2240 帰るお]
type = ChangeState
trigger1 = helper(23000),pos y >5 && helper(23000),var(1)=1
value = 17803

[State 2240 帰るお]
type = ChangeState
trigger1 = helper(23000),pos y >5 && helper(23000),var(1)=0
value = 17809


;----------------------------------------------------
;ロードローラー hit
;----------------------------------------------------
[Statedef 17803]
type     = S
movetype = A
physics  = S
juggle   = 1
anim     = anim
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

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

[State 1]
type = PlaySnd
trigger1 = time = 40
value = S68,0

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 40
value = 8018

[State 1]
type = PlaySnd
trigger1 = time = 120
value = S60,4
channel = 0
volume = 255

[State 1]
type = PlaySnd
trigger1 = time = [120,255]
trigger1 = time%5=0
value = S31,4
channel = 1+time%7

[State 1000, 0]
type = EnvShake
trigger1 = time = [120,255]
trigger1 = time%3 = 1
time = 3
freq = 60
ampl = -8
phase = 90

[State 1000, 0]
type = EnvShake
trigger1 = time = [120,255]
trigger1 = time%3 = 2
time = 3
freq = 120
ampl = -6
phase = 90

[State 1000, 0]
type = EnvShake
trigger1 = time = [120,255]
trigger1 = time%3 = 3
time = 3
freq = 190
ampl = -12
phase = 90



[State 1000, 0]
type = ChangeAnim
trigger1 = time = 120
value = 8019

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 260
value = 8020

[State 1]
type = stopSnd
trigger1 = time = 260
channel = 3

[State 2240 帰るお]
type = ChangeState
trigger1 = time >= 260
value = 17809

;----------------------------------------------------
;ロードローラー 続き
;----------------------------------------------------
[Statedef 17809]
type     = S
movetype = A
physics  = S
juggle   = 1
ctrl     = 0
poweradd = 0
sprpriority = 99999999999999999999

[State 1000, 0]
type = ChangeAnim
trigger1 = prevstateno =17802 && time = 0
value = 8020

[State 1]
type = PlaySnd
trigger1 = prevstateno !=17802
trigger1 = time = 12
value = S32,2
channel = 0

[state 1929];ヘルパー召還
type = helper
trigger1 = prevstateno !=17802
trigger1 = time = 12 && facing = 1
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 40000
PosType = left
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[state 1929];ヘルパー召還
type = helper
trigger1 = prevstateno !=17802
trigger1 = time = 12 && facing = -1
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 40000
PosType = right
pos = 0, 0
Facing = -1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 1000, 0]
type = Veladd
trigger1 = time <= 4
y = -0.5
x = -0.9

[State 1000, 0]
type = Veladd
trigger1 = time >= 4
trigger1 = pos y < 0
y = 0.2
x = -0.3

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 2240 帰るお]
type = ChangeState
trigger1 = time >= 6
trigger1 = pos y > -4
value = 17804

;----------------------------------------------------
;ロードローラー 続き
;----------------------------------------------------
[Statedef 17804]
type     = S
movetype = A
physics  = S
juggle   = 1
anim     = 8021
ctrl     = 0
poweradd = 0
sprpriority = 99999999999999999999

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 1000, 0]
type = Veladd
trigger1 = pos y < 0
y = 0.2
x = -0.3

[State 1000, 0]
type = Velset
trigger1 = pos y > 0
y = 0
x = 0

[State 2240 帰るお]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------------
;タイムクラッシュ
;--------------------------------------------
[Statedef 31600]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = ifelse(var(2)=1,0,-1800)
sprpriority = 2

[State 1000, 0]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = 0

[State 200, 2]
type = Explod
trigger1 = time = 0
anim = 4125
pos = 0,-60
Postype = p1
facing = -1
sprpriority = 999
ownpal = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 0, 背景]
type = Explod
trigger1 = time = 0
ID = 2154
anim = 2154
pos = (facing=-1),0
postype = Back
sprpriority = -9999999
facing = 1
ownpal = 1
scale = .833333333,1.09
removetime = 32
supermovetime = 9999
pausemovetime = 9999

[State 1031,カットイン]
Type     = Helper
Trigger1 = time = 0
trigger1 = facing = 1
Name     = ""
Stateno  = 2222
ID       = -1
Pos      = 0,60
PosType  = left
OwnPal   = 1
supermovetime = 9999
pausemovetime = 9999
IgnoreHitPause = 1

[State 1031,カットイン]
Type     = Helper
Trigger1 = time = 0
trigger1 = facing = -1
Name     = ""
Stateno  = 2222
ID       = -1
facing =-1
Pos      = 0,60;50,30
PosType  = right
OwnPal   = 1
supermovetime = 9999
pausemovetime = 9999
IgnoreHitPause = 1

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,5
volume = 255

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S19,1;44,0
volume = 255

[state 1]  
type = pause
trigger1 = time = 0
time = 40
movetime = 0
darken = 0
anim = -1

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 1 && !numhelper(40000)
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 45100
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10 && numhelper(40000) = 0
trigger2 = time >=100
value = 0
ctrl = 1

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

;--------------------------------------------
;タンデム　本体
;--------------------------------------------
[Statedef 82000]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = ifelse(var(2)=1,0,-1800)
sprpriority = 2

[State 1000, 0]
type = null;VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = 0

[State 200, 2]
type = Explod
trigger1 = time = 0
anim = 4125
pos = 0,-60
Postype = p1
facing = -1
sprpriority = 999
ownpal = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 0, 背景]
type = Explod
trigger1 = time = 0
ID = 2154
anim = 2154
pos = (facing=-1),0
postype = Back
sprpriority = -9999999
facing = 1
ownpal = 1
scale = .833333333,1.09
removetime = 32
supermovetime = 9999
pausemovetime = 9999

[State 1031,カットイン]
Type     = Helper
Trigger1 = time = 0
trigger1 = facing = 1
Name     = ""
Stateno  = 2222
ID       = -1
Pos      = 0,60
PosType  = left
OwnPal   = 1
supermovetime = 9999
pausemovetime = 9999
IgnoreHitPause = 1

[State 1031,カットイン]
Type     = Helper
Trigger1 = time = 0
trigger1 = facing = -1
Name     = ""
Stateno  = 2222
ID       = -1
facing =-1
Pos      = 0,60;50,30
PosType  = right
OwnPal   = 1
supermovetime = 9999
pausemovetime = 9999
IgnoreHitPause = 1


















;通常必殺
;--------------------------------------------
;インペリアルレイ
;--------------------------------------------
[Statedef 42200]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 12000
ctrl     = 0
poweradd = ifelse(var(2)=1,0,-1800)
sprpriority = 2

[State 1000, 0]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 1]
type = PlaySnd
trigger1 = time = 0 
value = S68,3

[State 1]
type = PlaySnd
trigger1 = time = 0 
value = S64,1

[State 0, 背景]
type = Explod
trigger1 = time = 0 
ID = 2154
anim = 2154
pos = (facing=-1),0
postype = Back
sprpriority = -9999999
facing = 1
ownpal = 1
scale = .833333333,1.07
removetime = 48
supermovetime = 9999

[State 1031,カットイン]
Type     = Helper
trigger1 = time = 0 && facing = 1
Name     = ""
Stateno  = 2222
ID       = -1
facing = 1
Pos      = 0,60;50,30
PosType  = left
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[State 1031,カットイン]
Type     = Helper
trigger1 = time = 0 && facing = -1
Name     = ""
Stateno  = 2222
ID       = -1
facing = -1
Pos      = 0,60;50,30
PosType  = right
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[state 1]  
type = superpause
trigger1 = time = 0 
time = 40
movetime = 0
darken = 0
anim = -1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 1
value = 42201

;--------------------------------------------
;インペリアルレイ　続き
;--------------------------------------------
[Statedef 42201]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 3561
ctrl     = 0
poweradd = 0
sprpriority = 2

[State ビーム]
Type     = Helper
trigger1 = time = 0 
Name     = ""
Stateno  = 6090
ID       = 753
facing = -1
Pos      = 0,-60;50,30
PosType  = p1
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[State 球]
Type     = Helper
trigger1 = time = 0 
Name     = ""
Stateno  = 6090
ID       = 754
facing = -1
Pos      = 0,-60;50,30
PosType  = p1
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[State 波動]
Type     = Helper
trigger1 = time = 0 
Name     = ""
Stateno  = 6096
ID       = 7555
facing = 1
Pos      = 5,-50;50,30
PosType  = p1
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[State 判定]
Type     = Helper
trigger1 = time = 0 
Name     = ""
Stateno  = 6098
ID       = 7554
facing = 1
Pos      = 5,-50;50,30
PosType  = p1
OwnPal   = 1
supermovetime = 9999
IgnoreHitPause = 1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >= 10 && numhelper(753) =0 
value = 0
ctrl = 1