


; パイルドライバー
[Statedef 8201]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 899
ctrl     = 0
poweradd = 70 
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = time <=8
value = SCA
time = 1
ignorehitpause = 1

[State 1000,***]
type = hitdef
trigger1 = animelem = 5
attr = S,NA
animtype = hard
damage = 20
hitflag = MAFL        ;HLAFD+-
guardflag = 
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = S52,1
getpower  = 50,0
guardsound = -1
p1stateno = 8202
p2stateno = 8300

[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
; 投げ
[Statedef 8202]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 413
ctrl     = 0
poweradd = 0 
sprpriority = 2

[State 1000, 0]
type = ChangeAnim
trigger1 = anim = 413 && animtime = 0
value = 2251

[State 1101]
Type = Velset
Trigger1 = anim = 2251 && time <=51
y = -9

[State 1101]
Type = Velset
Trigger1 = anim = 2251
x = 2.6

[State 1101]
Type = Veladd
Trigger1 = anim = 2251 && time >=51 && pos y <0
y = 0.58

[State 1101]
Type = Velset
Trigger1 = anim = 2251 && pos y >0 && time >=51
y = 0
x = 0

[State 1101]
Type = PlaySnd
Trigger1 = anim = 2251 
Persistent = 7
Value = S76,2
Channel = 2

[State 1101]
Type = PlaySnd
Trigger1 = time = 0
Value = S79,1

[State 1000, 0]
type = TargetBind
trigger1 = anim = 413
time = 1
id = -1
pos = 40,-5

[State 1000, 0]
type = TargetBind
trigger1 = anim = 2251 && time%4 >=2
time = 1
pos = 30,-5

[State 1000, 0]
type =TargetBind
trigger1 = anim = 2251 && time%4 <=2
time = 1
pos = -30,-5

[State 205, 戻る]
type = ChangeState
trigger1 = time >=51 && pos y >0
value = 8205

;-----------------------------------------------------------------------
; スクドラ
[Statedef 8205]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 2255
ctrl     = 0
poweradd = 0 
sprpriority = 2

[State 1000, 0]
type =TargetBind
trigger1 = time = 0
time = 1
pos = 40,0

[State 1000, 0]
type =TargetState
trigger1 = time = 0
value = 1512

[State 1101]
Type = EnvShake
Trigger1 = Time = 0
Freq = 135
Ampl = -3
Time = 60
Phase = 0

[State 1101]
Type = PlaySnd
Trigger1 = time = 0
Value = S79,2

[State 1101]
Type = Veladd
Trigger1 = time <=15
y = -0.2

[State 1101]
Type = Velset
Trigger1 = 1
x = -2

[State 1101]
Type = Veladd
Trigger1 = time >=15 && pos y <0
y = 0.2

[State 1101]
Type = Velset
Trigger1 = time >=25 && pos y >0
y = 0
x = 0

[State 205, 戻る]
type = ChangeState
Trigger1 = time >=25 && pos y >0
value =8206
;-----------------------------------------------------------------------
; スクドラ終了
[Statedef 8206]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 4124
ctrl     = 0
poweradd = 0 
sprpriority = 2

[State 205, 戻る]
type = ChangeState
Trigger1 = animtime = 0
value =0
ctrl = 1
;-----------------------------------------------------------------------
; 投げ
[Statedef 3810]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 899
ctrl     = 0
poweradd = 70 
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = time <=14
value = SCA
time = 1
ignorehitpause = 1

[State 1000,***]
type = hitdef
trigger1 = animelem = 5
attr = S,NA
animtype = hard
damage = 20
hitflag = MAFL        ;HLAFD+-
guardflag = 
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = S52,1
getpower  = 50,0
guardsound = -1
;ground.type = high
;ground.slidetime = 17
;ground.hittime = 15
;ground.velocity = -20,-3
;airguard.velocity = -11,-11
;air.type = High
;air.velocity = -1.5,-2.5
;air.hittime = 12
;fall = 1
;fall.recovertime = 25
p1stateno = 3820
p2stateno = 3850

[State AI投げカウント]
type = Varadd
trigger1 = !ishelper
trigger1 = time = 13
trigger1 = p2bodydist x< 20
v = 50    ;fv = 10
value = 1
IgnoreHitPause = 1

[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------
; 投げ hit
[Statedef 3820]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
poweradd = 70 
sprpriority = 2

[State 1000, 0]
type = PosSet
trigger1 = time = 0 && facing = 1
x = enemy,pos x+ 45

[State 1000, 0]
type = PosSet
trigger1 = time = 0 && facing = -1
x = enemy,pos x - 45

[State 1000, 0]
type = Turn
trigger1 = time = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nomusic

[State 時止め]
type      = BGPalFX
trigger1 = !ishelper
mul       = 256,256,256
invertall = 1
color = 0
time      = 1 
ignorehitpause = 1

[State 205, 戻る]
type = ChangeState
trigger1 = time = 20
value = 3821

;---------------------------------------------------
; 投げ2 hit or　C攻撃
[Statedef 3821]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 4114
ctrl     = 0
poweradd = 70 
sprpriority = 2

[State 200, 2]
type = Explod
trigger1 = animelem = 4 && prevstateno =3820
anim = 4151
pos = 0,-50-random%10;+random%30
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
ignorehitpause = 1

[State 200, 2]
type = Explod
trigger1 = animelem = 4 && prevstateno =3820
anim = 6050
pos = 0,-60
Postype = p2
sprpriority = 99999999
ownpal = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 1000,***]
type = hitdef
trigger1 = time = 0
attr = S,NA
animtype = hard
damage = 35
hitflag = MAFL        ;HLAFD+-
guardflag = 
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = S5,70
getpower  = 50,0
guardsound = -1
ground.type = high
pausetime = 10,12
ground.slidetime = 17
ground.hittime = 15
ground.velocity = -20,0
;airguard.velocity = -11,-11
;air.type = High
;air.velocity = -1.5,-2.5
;air.hittime = 12
fall = 1
envshake.freq = 99
envshake.ampl = 10
envshake.time = 15

[State 200, 2]
type = Explod
trigger1 = prevstateno !=3820 && movehit = 1
anim = 4151
pos = 0,-50-random%10;+random%30
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
ignorehitpause = 1

[State 200, 2]
type = Explod
trigger1 = prevstateno !=3820 && animelem = 4 
anim = 6050
pos = 30,-60
Postype = p1
sprpriority = 99999999
ownpal = 1
trans = add
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 205, 音]
type = PlaySnd
trigger1 = Time = 0
value = S64,0

[State 205, 音]
type = PlaySnd
trigger1 = Time = 0 && prevstateno !=3820
value = S0,3

[State 205, 戻る]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------
; 咲夜パンチ
[Statedef 205]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 205
ctrl     = 0
poweradd = 70 
sprpriority = 2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 205, 音]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 1000,***]
type = projectile
trigger1 = 1
trigger1 = animelem = 3
projanim = 28999
projremovetime = 1
projhitanim = -1
projid = 9292;これは入れたほうが制御しやすいです。
offset =0,0
hitflag = MAFL        ;HLAFD+-
guardflag = HMA       ;HLAM
attr = S,NA
animtype = hard
damage = 30*fvar(4)
pausetime = 99999
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = S50,1
guardsound = 6, 0
ground.type = High
ground.slidetime = 8 ;ガード硬化  0
ground.hittime = 9   ;ヒット硬化 +1
ground.velocity = -2.7
airguard.velocity = -2,-.8
air.type = High
air.velocity = -1.5,-2.5
air.hittime = 12
fall.recovertime = 25
getpower = 90,45

[State 200, 2]
type = Explod
trigger1 = ProjContact(9292)=1
anim = 3000+random%2
pos = 0,-60;-25,-60
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.5,0.5
fall.recovertime = 25

[State 205, 戻る]
type = ChangeState
trigger1 = var(31) = 1
trigger1 = time >= 14
trigger1 = var(32) = 1
value = 210

[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;斬撃
[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 25 
ctrl     = 0
velset   = 0,0
anim     = 16002
sprpriority = -1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 205, 音]
type = PlaySnd
trigger1 = Time = 1
value = S0,2

[State 1000, 0]
type = VarSet
trigger1 = time = 0
v = 32    ;fv = 10
value = 0

[State 1000, 0]
type = VarSet
trigger1 = ProjContact(9282)=1
v = 32    ;fv = 10
value = 1

[State 100,***]
type = projectile
trigger1 = animelem = 3
projanim = 2991
projremovetime = 1
projhitanim = -1
projid = 9282;これは入れたほうが制御しやすいです。
offset =5,0
attr = S,NA
guardflag = MALH
hitflag = MALH
pausetime = 0,20
animtype = hard
damage = 70
sparkno = -1
hitsound = s50,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14 ;ガード硬化 -1
ground.hittime = 15   ;ヒット硬化  0
ground.velocity = -5
air.velocity = -2.5,-3.5
fall.recovertime = 35
getpower = 50,25

[State 200, 2]
type = Explod
trigger1 = ProjContact(9282)=1
anim = 3000+random%2
pos = 0,-50
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.5,0.5

[State 200, 2]
type = Explod
trigger1 = animelem = 3
anim = 6050
pos = 40,-70
Postype = p1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
trans = add
scale = 0.9,0.9

[State 205, 戻る]
type = ChangeState
trigger1 = var(31) = 1
trigger1 = time >= 10
trigger1 = var(32) = 1
value = 220

[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------
;斬撃2
[Statedef 220]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 25
ctrl     = 0
velset   = 0,0
anim     = 16001
sprpriority = -1

[State 205, 音]
type = PlaySnd
trigger1 = Time = 1
value = S0,2

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1


[state 1929];1
type = null;helper
triggerall = numhelper(31341) <=50
trigger1 = enemynear,alive = 0
persistent = 7;15
name = "inusakuya"
helpertype = normal
id = 31341
stateno = 22314
PosType = p1
Pos = 0,0
size.xscale =(var(2)*0.1)
size.yscale =(var(2)*0.1)
Facing = 1
ownpal= 1
ignorehitpause=1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
v = 32    ;fv = 10
value = 0

[State 1000, 0]
type = VarSet
trigger1 = ProjContact(9282)=1
v = 32    ;fv = 10
value = 1

[State 100,***]
type = projectile
trigger1 = animelem = 3
projanim = 2991
projremovetime = 1
projhitanim = -1
projid = 9282;これは入れたほうが制御しやすいです。
offset =20,0
attr = S,NA
guardflag = MALH
hitflag = MALH
pausetime = 0,20
animtype = hard
damage = 80
sparkno = -1
hitsound = s5,70
guardsound = 6,0
ground.type = Low
ground.slidetime = 14 ;ガード硬化 -1
ground.hittime = 15   ;ヒット硬化  0
ground.velocity = -5,-4
air.velocity = -2.5,-3.5
fall.recovertime = 35
getpower = 50,25
fall = 1

[State 200, 2]
type = Explod
trigger1 = ProjContact(9282)=1
anim = 3000+random%2
pos = 0,-50;-35,-50
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.5,0.5

[State 200, 2]
type = Explod
trigger1 = animelem = 3
anim = 6050
pos = 60,-70
Postype = p1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
trans = add
scale = 0.9,0.9

[State 205, 戻る]
type = ChangeState
trigger1 = var(31) = 1
trigger1 = time >= 20
trigger1 = var(32) = 1
value = 250

[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;空間転移
[Statedef 310]
type    = A
physics = N
movetype= A
anim = 893
ctrl = 0
velset = 0,0
facep2 = 1
poweradd = 150

[State 3100, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 20

[State 1050, 1.1]
type = Playsnd
trigger1 = Animelem = 1
value = S59,2

[State 1050, 1.2]
type = Playsnd
trigger1 = time = 4
value = S59,1

[State 1050, 1.3]
type = Playsnd
trigger1 = time = 29
value = S59,0
volume = -80

[State 1050, 2]
type = Explod
trigger1 = time = 4
anim = 1341
pos = 0, 0
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1050, 3.1]
type = Velset
trigger1 = time = 10
x = 9
y = -8

[State 1050, 3.2]
type = gravity
trigger1 = time >= 10

[State 1050, 4]
type = playerpush
trigger1 = 1
value = 0

[State 2320, 旋回ナイフ]
type = Helper
trigger1 = time = 9
stateno = 2352
name = "Circle"
ID = 6152
postype = P1
helpertype = normal
pos = 3, -54
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2350, 旋回ナイフ2]
type = Helper
trigger1 = time = 9
stateno = 2353
name = "Sub"
ID = 6153
postype = P1
helpertype = normal
pos = 2, -56
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2350, 旋回光]
type = Helper
trigger1 = time = 9
stateno = 2355
name = "Cir-F"
ID = 6155
postype = P1
helpertype = normal
pos = 3, -54
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 2350, 旋回光2]
type = Helper
trigger1 = time = 9
stateno = 2356
name = "Sub-F"
ID = 6156
postype = P1
helpertype = normal
pos = 2, -56
ownpal = 1
sprpriority = 2
persistent = 0
ignorehitpause = 1

[State 100,***]
type = projectile
trigger1 = palno >=7
projanim = 9980
projremovetime = 1
projhitanim = -1
projid = 9282;これは入れたほうが制御しやすいです。
offset =20,0
attr = S,NA
guardflag = MALH
hitflag = MALH
pausetime = 0,20
animtype = hard
damage = 80
sparkno = -1
hitsound = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 14 ;ガード硬化 -1
ground.hittime = 15   ;ヒット硬化  0
ground.velocity = -5,-4
air.velocity = -2.5,-3.5
fall.recovertime = 35
getpower = 50,25
fall = 1

[State 2350, 4〜6ヒット]
type = HitDef
triggerall = palno <=6 && !ishelper
trigger1 = var(25) = 1
trigger1 = hitcount <=20
trigger1 = time%12=0
;trigger1 = AnimElem = 2 || AnimElem = 4||AnimElem = 6 ||AnimElem = 8 ||AnimElem = 10
attr = A, SA
animtype = Hard
damage = 20,1
guard.dist = 123 ;リーチ7
hitflag = MAF
guardflag = HA
priority = 7, Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-50
pausetime = 2,2
hitsound = S1,1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1.2,-3
guard.velocity = -6
air.velocity = -1.6,-5
airguard.velocity = -4,-4
guard.cornerpush.veloff = -7.8
airguard.cornerpush.veloff = 0
getpower = 30
fall = 1
fall.recover = 0
guard.kill = 0

[State 200, 2]
type = Explod
trigger1 = movehit
anim = 3000+random%2
pos = 0,-50;-35,-50
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.5,0.5

[State 1050, 5]
type = ChangeState
trigger1 = time > 19
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 317
;------------------------------------------------------
[Statedef 317]
type    = A
physics = N
movetype= A
anim = 894
ctrl = 0
velset = 0,0

[State 200, 2]
type = Explod
trigger1 = movehit
anim = 3000+random%2
pos = 0,-50;-35,-50
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.5,0.5

[State 3100, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 20

[State 1051, 1]
type = Posset
trigger1 = time = 0
y = 0

[State 1051, 2];Play sound when landing
type = PlaySnd
trigger1 = Time = 0
value = S40,0
volume = -80

[State 1050, 3]
type = NotHitBy
trigger1 = animtime = 0
value = SCA
time = 8

[State 1051, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------
;---------------------------------
;射撃
[Statedef 320]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 25
ctrl     = 0
velset   = 0,0
anim     = 2220
sprpriority = -1

[State 205, 音]
type = PlaySnd
trigger1 = time = [16,24]
trigger1 = gametime%4 = 0
value = S2,0
;channel = 2

[State 2400, -5ナイフ]
type = Helper
trigger1 = time = 16
stateno = 2401
ID = 2401
name = "sKNf"
helpertype = normal
pos = 19,-35
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 0ナイフ]
type = Helper
trigger1 = time = 16
stateno = 2402
ID = 2402
name = "sIVf"
helpertype = normal
pos = 20,-35
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = time = 16
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 21,-35
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1



[State 2400, 5ナイフ]
type = Helper
trigger1 = time = 18
stateno = 2401
ID = 2401
name = "sESf"
helpertype = normal
pos = 24,-43
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = time = 18
stateno = 2402
ID = 2402
name = "sESf"
helpertype = normal
pos = 25,-43
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = time = 18
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 26,-43
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1



[State 2400, -5ナイフ]
type = Helper
trigger1 = time = 20
stateno = 2401
ID = 2401
name = "sKNf"
helpertype = normal
pos = 19,-45
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 0ナイフ]
type = Helper
trigger1 = time = 20
stateno = 2402
ID = 2402
name = "sIVf"
helpertype = normal
pos = 20,-45
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = time = 20
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 21,-45
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1



[State 2400, 5ナイフ]
type = Helper
trigger1 = time = 22
stateno = 2401
ID = 2401
name = "sESf"
helpertype = normal
pos = 24,-53
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = time = 22
stateno = 2402
ID = 2402
name = "sESf"
helpertype = normal
pos = 25,-53
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = time = 22
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 26,-53
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1




[State 2400, -5ナイフ]
type = Helper
trigger1 = time = 24
stateno = 2401
ID = 2401
name = "sKNf"
helpertype = normal
pos = 19,-55
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 0ナイフ]
type = Helper
trigger1 = time = 24
stateno = 2402
ID = 2402
name = "sIVf"
helpertype = normal
pos = 20,-55
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 =  time = 24
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 21,-55
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1




[State 2400, 5ナイフ]
type = Helper
trigger1 =  time = 26
stateno = 2401
ID = 2401
name = "sESf"
helpertype = normal
pos = 24,-63
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 =  time = 26
stateno = 2402
ID = 2402
name = "sESf"
helpertype = normal
pos = 25,-63
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 =  time = 26
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 26,-63
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
; ジェノサイド
[Statedef 250]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 7755
sprpriority = -1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 205, 音]
type = PlaySnd
trigger1 = animelem = 3
value = S50,5

[state 1929];1
type = helper
trigger1 = animelem = 3
name = "jenoside"
helpertype = normal
id = 55553
stateno = 55553
PosType = p1
Pos = 20,10
size.xscale =1
size.yscale =1
ownpal= 1
ignorehitpause=1

[State 1000, 0]
type = VelAdd
trigger1 = time = 0
x = 0

[State 1000, 0]
type = VelAdd
trigger1 = animelem = 3||animelem = 4||animelem =6
x = -2

[State 1000, 0]
type = VelAdd
trigger1 = animelem =8
x = 0

[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(31)=1
trigger1 = power >=3000
value = 110000

[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
; 咲夜キック
[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 50 
ctrl     = 0
velset   = 0,0
anim     = 2811
sprpriority = -1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[state a ,killer]
type = Varadd
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = fvar(3) = 1
v = 12
value = 1
ignorehitpause = 1

[State 235, 風]
type = PlaySnd
trigger1 = Time = 6
value = 0, 1

[State 1000,***]
type = projectile
trigger1 = 1
trigger1 = animelem = 3
projanim = 2991
projremovetime = 1
projhitanim = -1
projid = 9282;これは入れたほうが制御しやすいです。
offset =0,0
attr = S,NA
guardflag = MALH
hitflag = MALH
pausetime = 0,4
animtype = hard
damage = 30
sparkno = -1
hitsound = s50,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14 ;ガード硬化 -1
ground.hittime = 15   ;ヒット硬化  0
ground.velocity = -5
air.velocity = -2.5,-3.5
fall.recovertime = 35
getpower = 50,25

[State 200, 2]
type = Explod
trigger1 = ProjContact(9282)=1
anim = 3000+random%2
pos = 0,-50;-35,-50
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.5,0.5

[State 235, 前に出る]
type = SprPriority
trigger1 = AnimElem = 6
value = 2

[State 235, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
; 咲夜ブレイク
[Statedef 270]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 50 
ctrl     = 0
velset   = 0,0
anim     = 2231
sprpriority = -1

[State 235, 風]
type = PlaySnd
trigger1 = animelem = 7
value = 0, 1

[State 235, 風]
type = PlaySnd
trigger1 = animelem = 6
value = S0,2

[State 1000, 0]
type = VelAdd
trigger1 = animelem = 7 || animelem = 8 
y = -1
x = 5

[State 1000, 0]
type = VelAdd
trigger1 = animelem = 11 || animelem = 12
y = 4
x = 4

[State 1000, 0]
type = Velset
trigger1 = time >=20
trigger1 = pos y>0
y = 0
x = 0

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

[State 200, 2]
type = Explod
trigger1 = animelem = 7
anim = 6031
pos = 40,-70
Postype = p1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
trans = add
scale = 0.9,0.9


[State 1000,***]
type = projectile
trigger1 = animelem = 7 || animelem = 9
projanim = 44221
projremovetime = 1
projhitanim = -1
projid = 9282;これは入れたほうが制御しやすいです。
offset = 0,0
attr = S,NA
guardflag = MALH
hitflag = MALH
pausetime = 0,4
animtype = hard
damage = 30
sparkno = -1
hitsound = s50,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 14 ;ガード硬化 -1
ground.hittime = 15   ;ヒット硬化  0
ground.velocity = -2,-8
air.velocity = -1,-6
fall.recovertime = 35
getpower = 50,25
p2stateno = 180009

[State 200, 2]
type = Explod
trigger1 = ProjContact(9282)=1
anim = 3000+random%2
pos = 0,-50;-35,-50
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.8,0.8

[State 235, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------
;陽炎
[Statedef 30000]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 16001
ctrl = 0

[state 1]
type = selfstate
triggerall = !ishelper
trigger1 = name ="G-SAKUYA"
value = 0
ctrl= 1
ignorehitpause = 1

[State 235, 風]
type = PlaySnd
trigger1 = !ishelper
trigger1 = animelem = 2
value = S50,0

[State 1000, 0]
type = VelAdd
trigger1 = ishelper(55556)
trigger1 = time = 0 || time = 2 || time = 4
x = 10

[State 1000, 0]
type = VelAdd
trigger1 = ishelper(55557)
trigger1 = time = 0 || time = 2 
x = 10

[State 1000, 0]
type = VelAdd
trigger1 = ishelper(55558)
trigger1 = time = 0
x = 10

[State 1000, 0]
type = AfterImage
trigger1 = time = 0
trigger1 = ishelper
time = 200
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
trans = add

[state 1929];1
type = helper
triggerall = animelem = 1
trigger1 = !ishelper
name = "kage"
helpertype = normal
id = 55556
stateno = 30000
PosType = p1
Pos = 0,0
size.xscale =1
size.yscale =1
ownpal= 1
ignorehitpause=1

[state 1929];1
type = helper
triggerall = time = 2
trigger1 = ishelper(55556)
name = "kage2"
helpertype = normal
id = 55557
stateno = 30000
PosType = p1
Pos = 0,0
size.xscale =1
size.yscale =1
ownpal= 1
ignorehitpause=1

[state 1929];1
type = helper
triggerall = time = 2
trigger1 = ishelper(55557)
name = "kage3"
helpertype = normal
id = 55558
stateno = 30000
PosType = p1
Pos = 0,0
size.xscale =1
size.yscale =1
ownpal= 1
ignorehitpause=1

[State 1000,0]
Type = Trans
Trigger1 = ishelper
Trans = add1

[State 100,***];地上
type = hitdef
triggerall = ishelper
triggerall = root,var(25) = 1
trigger1 = animelem = 2 ||animelem = 3 ||animelem = 4 ||animelem = 5
attr = S,SA
animtype = hard
damage = 14
hitflag = HLAFD
guardflag = HLAF
pausetime = 3,6
sparkno = -1
sparkky = 0,0
hitsound = S50,3
guardsound = 6,0
ground.type = low
ground.slidetime = 4
ground.hittime = 15
ground.velocity = -4,-5
air.velocity = -3,-8
envshake.time = 10
envshake.freq = -6

[State -2]
type = NotHitBy
trigger1 = time >=2
value = SCA
time = 1
ignorehitpause = 1

[State 235, 戻る]
type = ChangeState
trigger1 = !ishelper
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 235, 戻る]
type = ChangeState
trigger1 = ishelper
trigger1 = Animelem = 5
value = 30001

;---------------------------------------------------------------
;空中
;---------------------------------
; 空中ジェノサイド
[Statedef 260]
type     = A
movetype = A
physics  = S
juggle   = 4
poweradd = 70
ctrl     = 0
velset   = 0,0
anim     = 20050
sprpriority = -1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 205, 音]
type = PlaySnd
trigger1 = animelem = 3
value = S50,5

[state 1929];1
type = helper
trigger1 = animelem = 3
name = "jenoside"
helpertype = normal
id = 55554
stateno = 55553
PosType = p1
Pos = 50,-140
size.xscale =1
size.yscale =1
ownpal= 1
ignorehitpause=1

[State 1000, 0]
type = VelAdd
trigger1 = time = 0
x = 0

[State 1000, 0]
type = VelAdd
trigger1 = animelem = 3||animelem = 4||animelem =6
x = 0.5

[State 1000, 0]
type = VelAdd
trigger1 = animelem = 3||animelem = 4||animelem =6
y = 0.5

[State 1000, 0]
type = null;VelAdd
trigger1 = animelem =8
x = 0


[State 205, 戻る]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

;---------------------------------------------------------------
;空中射撃
[Statedef 400]
type     = A
movetype = A
physics  = S
juggle   = 4
poweradd = 70
ctrl     = 0
anim     = 2240
sprpriority = -1

[State 2240, 上下移動]
type = VelSet
trigger1 = Time = 0 && Vel Y = (-6,6)
trigger1 = Vel Y != 0
y = (vel Y) / 4.0

[State 2240, 上下速度規制]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel Y != [-6,6]
y = ifelse(vel Y > 0, 1.5, -1.5)

[State 2240, 左右移動]
type = VelSet
trigger1 = Vel X != 0 && Time = 0
x = (vel X) / 3.0

[State 2400, -5ナイフ]
type = Helper
trigger1 = animelemtime(5) = 1
stateno = 2401
ID = 2401
name = "sKNf"
helpertype = normal
pos = 19,-35
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 0ナイフ]
type = Helper
trigger1 = animelemtime(5) = 1
stateno = 2402
ID = 2402
name = "sIVf"
helpertype = normal
pos = 20,-35
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = animelemtime(5) = 1
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 21,-35
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, -5ナイフ]
type = Helper
trigger1 = animelemtime(5) = 2
stateno = 2401
ID = 2401
name = "sKNf"
helpertype = normal
pos = 19,-45
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 0ナイフ]
type = Helper
trigger1 = animelemtime(5) = 2
stateno = 2402
ID = 2402
name = "sIVf"
helpertype = normal
pos = 20,-45
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = animelemtime(5) = 2
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 21,-45
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = animelemtime(5) = 3
stateno = 2401
ID = 2401
name = "sESf"
helpertype = normal
pos = 24,-53
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = animelemtime(5) = 3
stateno = 2402
ID = 2402
name = "sESf"
helpertype = normal
pos = 25,-53
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1

[State 2400, 5ナイフ]
type = Helper
trigger1 = animelemtime(5) = 3
stateno = 2403
ID = 2403
name = "sESf"
helpertype = normal
pos = 26,-53
postype = P1
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 1
pausemovetime = 1



[State 2240, 音]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2, 0

[State 2240, 元の重力]
type = VelAdd
trigger1 = AnimElemTime(10) > 0
y = 0.44


[State 2240, 着地]
type = ChangeState
trigger1 = Pos Y >= -5
value = 52
ctrl = 1

;-----------------------------------------------------------------
;空中斬撃
[Statedef 440]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 70
ctrl     = 0
anim     = 2169

[State 2240, 音]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,2

[State 1000,***]
type = projectile
trigger1 = animelem = 4
projanim = 22235
projremovetime = 1
projhitanim = -1
projid = 9292;これは入れたほうが制御しやすいです。
offset =16,-10
attr = S,NA
animtype = hard
damage = 35
pausetime = 1,6
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = S50,7
guardsound = 6, 0
ground.type = High
ground.slidetime = 8 ;ガード硬化  0
ground.hittime = 15   ;ヒット硬化 +1
ground.velocity = -15,0
airguard.velocity = -2,-.8
air.type = High
air.velocity = -15,-1.2
air.hittime = 12
fall.recovertime = 25
getpower = 90,45
fall = 1

[State 200, 2]
type = Explod
trigger1 = ProjContact(9292)=1
anim = 3000+random%2
pos = 0,-50
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.8,0.8

[State 200, 2]
type = Explod
trigger1 = animelem = 3
anim = 6030
pos = 40,-70
Postype = p1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
trans = add
scale = 0.9,0.9

[State 2240, 着地]
type = ChangeState
trigger1 = animtime = 0
trigger2 = pos y > -5
value = 51
ctrl = 1

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

;空中キック
[Statedef 450]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 70
ctrl     = 0
anim     = 635

[State 2240, 音]
type = PlaySnd
trigger1 = AnimElem = 7
value = S0,1

[State 1000,***]
type = projectile
trigger1 = animelem = 7
projanim = 22235
projremovetime = 1
projhitanim = -1
projid = 9292;これは入れたほうが制御しやすいです。
offset =16,-10
attr = S,NA
animtype = hard
damage = 35
pausetime = 1,6
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = S50,2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8 ;ガード硬化  0
ground.hittime = 15   ;ヒット硬化 +1
ground.velocity = -15,0
airguard.velocity = -2,-.8
air.type = High
air.velocity = -15,-1.2
air.hittime = 12
fall.recovertime = 25
getpower = 90,45
fall = 0

[State 200, 2]
type = Explod
trigger1 = ProjContact(9292)=1
anim = 3000+random%2
pos = 0,-50
Postype = p2
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.8,0.8

[State 2240, 着地]
type = ChangeState
trigger1 = animtime = 0
trigger2 = pos y > -5
value = 51
ctrl = 1


;------------------------------------------------------------
;投げ 
;------------------------------------------------------------
[Statedef 750]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 810
ctrl     = 0
poweradd = 30
sprpriority = 2

[State 1000,***]
type = projectile
trigger1 = animelem = 1
projanim = 28999
projremovetime = 2
projhitanim = -1
projid = 9292;これは入れたほうが制御しやすいです。
offset =20,0
attr = S,NA
HitFlag = MAF
animtype = hard
damage = 40
;p2stateno = 10202
pausetime = 1,6
sparkno = -1
sparkxy = -10, -67+(random/200)
hitsound = S52,1
guardsound = 6, 0
ground.type = High
ground.slidetime = 8 ;ガード硬化  0
ground.hittime = 15   ;ヒット硬化 +1
ground.velocity = -2.7
airguard.velocity = -2,-.8
air.type = High
air.velocity = -6.5,-1.2
air.hittime = 12
fall.recovertime = 25
getpower = 90,45

[State 1000, 0]
type = TargetState
trigger1 = animelem = 1 || animelem = 2
value = 10202

[State 1000, 0]
type = Pause
trigger1 = projhit(9292) = 1
time = 13
movetime = 0

[State 1]
type = PlaySnd
trigger1 = anim = 235
trigger1 = animelem = 5
value = S50,4

[State 200, 2]
type = Explod
trigger1 = anim = 235
trigger1 = animelem = 5
anim = 3000+random%2
pos = 60,-50
Postype = p1
facing = -1
;removetime = -1
sprpriority = 9999999
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.8,0.8

[State 2240, 着地]
type = ChangeState
trigger1 = animtime = 0
trigger1 = enemy,stateno = 10202
trigger1 = enemy,pos y >-80
value = 751

[State 2240, 着地]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------
;投げ当
;-----------------------------------------------------------------
[Statedef 751]
type     = S
movetype = A
physics  = N
poweradd = 0
velset   = 0,0
anim     = 4210
ctrl     = 0
sprpriority = 2

[State 2240, 着地]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------
;超必殺
;-----------------------------------------------------------------
;インスクライブレッドソウル
;;;;;;;;;;;;;;;
[Statedef 4500]
type     = S
movetype = A
physics  = N
poweradd = 0
velset   = 0,0
anim     = 4210
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 4200]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4200]
Type = Pause
Trigger1 = AnimElem = 5
Time = 40
MoveTime = 40

[State 4200, 音]
type = PlaySnd
trigger1 = AnimElem = 5
value = S18,3

[State 4200, 時間停止中も動く]
type = poweradd
trigger1 = AnimElem = 5
value = -1000

[State 4200, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(17) < 2
value = , AA, AT
time = 1
ignorehitpause = 1
SuperMoveTime = 9999  
PauseMoveTime = 9999  

[state 4200, 宙に]
type = StateTypeSet
trigger1 = AnimElem = 14
statetype = A

[State 4200, 飛びます]
type = VelSet
trigger1 = AnimElem = 14
x = 0.2
y = -0.44

[state 4200, 正＋正]
type = Helper
trigger1 = AnimElem = 15
trigger2 = AnimElem = 23
trigger3 = AnimElem = 31
trigger4 = AnimElem = 38
trigger5 = AnimElem = 46
trigger6 = AnimElem = 54
trigger7 = AnimElem = 62
trigger8 = AnimElem = 70
name = "ZAN"
stateno = 4202
ID = 4202
pos = 14+floor(random/200), -65+floor(random/100)
postype = P1
helpertype = normal
ownpal = 1

[state 4200, 負＋正]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 25
trigger3 = AnimElem = 33
trigger4 = AnimElem = 41
trigger5 = AnimElem = 49
trigger6 = AnimElem = 57
trigger7 = AnimElem = 65
name = "ZUN"
stateno = 4203
ID = 4203
pos = 12+floor(random/200), -70+floor(random/100)
postype = P1
helpertype = normal
ownpal = 1

[state 4200, 正＋負]
type = Helper
trigger1 = AnimElem = 19
trigger2 = AnimElem = 27
trigger3 = AnimElem = 35
trigger4 = AnimElem = 43
trigger5 = AnimElem = 51
trigger6 = AnimElem = 59
trigger7 = AnimElem = 67
name = "ZIN"
stateno = 4204
ID = 4204
pos = 13+floor(random/200), -65+floor(random/100)
postype = P1
helpertype = normal
ownpal = 1

[state 4200, 負＋負]
type = Helper
trigger1 = AnimElem = 21
trigger2 = AnimElem = 29
trigger3 = AnimElem = 37
trigger4 = AnimElem = 45
trigger5 = AnimElem = 53
trigger6 = AnimElem = 61
trigger7 = AnimElem = 69
name = "ZEN"
stateno = 4205
ID = 4205
pos = 11+floor(random/200), -70+floor(random/100)
postype = P1
helpertype = normal
ownpal = 1

[State 4200]
type = VarAdd
trigger1 = AnimElemTime(16) >= 0 && AnimElemTime(72) <= 3
FV = 15
Value = -0.01
Persistent = 4

[State 4200, 落ちます]
type = VelAdd
trigger1 = AnimElemTime(73) > 2 && AnimElemTime(80) < 3
y = 0.3

[State 4200, 接地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 4201


;---------------------------------
[Statedef 4201]
type    = S
movetype= I
physics = S
anim = 4201
sprpriority = 1
velset = 0,0

[State 4201, 軸位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4201, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;正カッター正
[Statedef 4202]
type     = A
movetype = A
physics  = N
anim     = 6200
poweradd = 0
velset   = 0,0
sprpriority = 4+(random/500)

[State 4202, 滅多角]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 5,45

[State 4202, 無影]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4202, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4202, エクスサイズ]
type = VarRandom
trigger1 = Time = 0
v = 12
range = 0,5

[State 4202, ワイビッグ]
type = VarRandom
trigger1 = Random >= 500
trigger1 = Time = 0
v = 13
range = 6,8

[State 4202, ワイスモール]
type = VarRandom
trigger1 = Random < 500
trigger1 = Time = 0
v = 13
range = 0,2

[State 4202, 複雑計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 2.0+(time / 60.0)+(Var(12) / 10.0), 0.5+(time / 60.0)+(Var(13) / 10.0)

[State 4202, 高角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) > 20
x = 2 + (Var(12) / 5.0)
y = (Var(4) / -45.0) + (Var(12) / 10.0)

[State 4202, 低角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) <= 20
x = 3 + (Var(12) / 5.0)
y = (Var(4) / -55.0) + (Var(12) / 10.0)

[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = time%3=0
value = S41,0
channel = 2
persistent = 1


[State 4202, 音]
type = PlaySnd
trigger1 = Time = 2
value = S400, 7
channel = 1         ;音が重ならないように

[State 4202, 下から上への斬撃上]
type = HitDef
trigger1 = Ishelper
trigger1 = AnimElemTime(2) = 0
attr = A, HA
animtype = Hard
damage = 7, 2
hitflag = MAF
guardflag = HA
priority = 4, Hit
p1sprpriority = 3
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-50
ground.type = High
ground.slidetime = 19
ground.hittime = 31
ground.velocity = -1,-5
guard.velocity = -4
guard.hittime = 15
air.velocity = -2,-2.5
fall = 1
fall.recover = 0
givepower = 0,0
guard.kill = 0
yaccel = 0.3

[State 4202]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4202

[State 4202, 滅]
type = DestroySelf
trigger1 = Time = 180
trigger2 = AnimTime = 0
trigger3 = parent,movetype = H

;-----------------------------------------------------------------------------------------------
;負カッター正
[Statedef 4203]
type     = A
movetype = A
physics  = N
anim     = 6201
poweradd = 0
velset   = 0,0
sprpriority = 3+(random/500)

[State 4203, 滅多°]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 5,45

[State 4203, 無影]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4203, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4203, エクスサイズ]
type = VarRandom
trigger1 = Time = 0
v = 12
range = 0,5

[State 4203, ワイビッグ]
type = VarRandom
trigger1 = Random >= 500
trigger1 = Time = 0
v = 13
range = 6,8

[State 4203, ワイスモール]
type = VarRandom
trigger1 = Random < 500
trigger1 = Time = 0
v = 13
range = 0,2

[State 4203, 複雑計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 2.0+(time / 60.0)+(Var(12) / 10.0), 0.5+(time / 60.0)+(Var(13) / 10.0)

[State 4203, 高角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) > 20
x = 2 + (Var(12) / 5.0)
y = (Var(4) / -45.0) + (Var(12) / 10.0)

[State 4203, 低角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) <= 20
x = 3 + (Var(12) / 5.0)
y = (Var(4) / -55.0) + (Var(12) / 10.0)

[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = time%3=0
value = S41,0
channel = 2
persistent = 1


[State 4203, 音]
type = PlaySnd
trigger1 = Time = 2
value = S400, 7
channel = 1

[State 4203, 上から下への斬撃上]
type = HitDef
trigger1 = Ishelper
trigger1 = AnimElemTime(2) = 0
attr = A, HA
animtype = Hard
damage = 7, 2
hitflag = MAF
guardflag = HA
priority = 4, Hit
p1sprpriority = 4
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-50
ground.type = High
ground.slidetime = 20
ground.hittime = 32
ground.velocity = -1,-3
guard.velocity = -4
guard.hittime = 13
air.velocity = -1.5,-0.5
fall = 1
fall.recover = 0
givepower = 0,0
guard.kill = 0
yaccel = 0.35

[State 4203]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4203

[State 4203, 抹]
type = DestroySelf
trigger1 = Time = 180
trigger2 = AnimTime = 0
trigger3 = parent,movetype = H

;-----------------------------------------------------------------------------------------------
;正カッター負
[Statedef 4204]
type     = A
movetype = A
physics  = N
anim     = 6202
poweradd = 0
velset   = 0,0
sprpriority = 4+(random/500)

[State 4204, 滅多負角]
type = VarRandom
trigger1 = Time = 0
v = 4
range = -45,-5

[State 4204, 無影]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4204, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4204, エクスサイズ]
type = VarRandom
trigger1 = Time = 0
v = 12
range = 0,5

[State 4204, ワイビッグ]
type = VarRandom
trigger1 = Random >= 500
trigger1 = Time = 0
v = 13
range = 6,8

[State 4204, ワイスモール]
type = VarRandom
trigger1 = Random < 500
trigger1 = Time = 0
v = 13
range = 0,2

[State 4204, 複雑計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 2.0+(time / 60.0)+(Var(12) / 10.0), 0.5+(time / 60.0)+(Var(13) / 10.0)

[State 4204, 高角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) < -20
x = 2 + (Var(12) / 5.0)
y = (Var(4) / -60.0) - (Var(12) / 10.0)

[State 4204, 低角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) >= -20
x = 3 + (Var(12) / 5.0)
y = (Var(4) / -50.0) - (Var(12) / 10.0)

[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = time%3=0
value = S41,0
channel = 2
persistent = 1


[State 4204, 音]
type = PlaySnd
trigger1 = Time = 2
value = S400, 7
channel = 1

[State 4204, 下から上への斬撃下]
type = HitDef
trigger1 = Ishelper
trigger1 = AnimElemTime(2) = 0
attr = A, HP
animtype = Hard
damage = 7, 2
hitflag = MAF
guardflag = HA
priority = 4, Hit
p1sprpriority = 3
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 31
ground.velocity = -1,-5
guard.velocity = -4
guard.hittime = 14
air.velocity = -2,-3
fall = 1
fall.recover = 0
givepower = 0,0
guard.kill = 0
yaccel = 0.3

[State 4204]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4204

[State 4204, 消滅]
type = DestroySelf
trigger1 = Time = 180
trigger2 = AnimTime = 0
trigger3 = parent,movetype = H

;-----------------------------------------------------------------------------------------------
;負カッター負
[Statedef 4205]
type     = A
movetype = A
physics  = N
anim     = 6203
poweradd = 0
velset   = 0,0
sprpriority = 3+(random/500)

[State 4205, 滅多-°]
type = VarRandom
trigger1 = Time = 0
v = 4
range = -45,-5

[State 4205, 無影]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4205, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4205, エクスサイズ]
type = VarRandom
trigger1 = Time = 0
v = 12
range = 0,5

[State 4205, ワイビッグ]
type = VarRandom
trigger1 = Random >= 500
trigger1 = Time = 0
v = 13
range = 6,8

[State 4205, ワイスモール]
type = VarRandom
trigger1 = Random < 500
trigger1 = Time = 0
v = 13
range = 0,2

[State 4205, 複雑計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 2.0+(time / 60.0)+(Var(12) / 10.0), 0.5+(time / 60.0)+(Var(13) / 10.0)

[State 4205, 高角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) < -20
x = 2 + (Var(12) / 5.0)
y = (Var(4) / -60.0) - (Var(12) / 10.0)

[State 4205, 低角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) >= -20
x = 3 + (Var(12) / 5.0)
y = (Var(4) / -50.0) - (Var(12) / 10.0)

[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = time%3=0
value = S41,0
channel = 2
persistent = 1


[State 4205, 音]
type = PlaySnd
trigger1 = Time = 2
value = S400, 7
channel = 1

[State 4205, 上から下への斬撃下]
type = HitDef
trigger1 = Ishelper
trigger1 = AnimElemTime(2) = 0
attr = A, HA
animtype = Hard
damage = 7, 2
hitflag = MAF
guardflag = HA
priority = 4, Hit
p1sprpriority = 4
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 20
ground.hittime = 32
ground.velocity = -1,-3
guard.velocity = -5
guard.hittime = 12
air.velocity = -1.5,-1
fall = 1
fall.recover = 0
givepower = 0,0
guard.kill = 0
yaccel = 0.35

[State 4205]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4205

[State 4205, 抹消]
type = DestroySelf
trigger1 = Time = 180
trigger2 = AnimTime = 0
trigger3 = parent,movetype = H



;---------------------
;ソウルスカルプチュア
;--------------------
[Statedef 4700]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim     = 4710
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 4700]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4700]
Type = Pause
Trigger1 = AnimElem = 5
Time = 40
MoveTime = 40

[State 4700, 音]
type = PlaySnd
trigger1 = AnimElem = 5
value = S18,3

[State 4700, 時間停止中も動く]
type = PowerAdd
trigger1 = AnimElem = 5
value = -3000

[State 4700]
Type = null;Helper
Trigger1 = AnimElem = 5
Stateno = 4007
ID = 4000
Pos = 0,0
PosType = P1
OwnPal = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4700]
Type = null;Helper
trigger1 = AnimElem = 5
Stateno = 7060;50
ID = 7060;50
Pos = 0,-50
PosType = P1
OwnPal = 1
Keyctrl = 0
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 4700, 宙に]
type = StateTypeSet
trigger1 = AnimElem = 14
statetype = A

[State 4700, 飛びます]
type = VelSet
trigger1 = AnimElem = 14
x = 0.2
y = -0.44

[State 4700, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(17) < 2
value = , AA, AT
time = 1
ignorehitpause = 1
SuperMoveTime = 9999  
PauseMoveTime = 9999 

[state 4700, 正＋正]
type = Helper
trigger1 = AnimElem = 15
trigger2 = AnimElem = 23
trigger3 = AnimElem = 31
trigger4 = AnimElem = 39
trigger5 = AnimElem = 47
trigger6 = AnimElem = 55
trigger7 = AnimElem = 63
trigger8 = AnimElem = 71
trigger9 = AnimElem = 79
trigger10 = AnimElem = 87
trigger11 = AnimElem = 95
trigger12 = AnimElem = 103
name = "ZAN"
stateno = 4702
ID = 4702
pos = -12+floor(random/100), -70+floor(random/50)
postype = P1
helpertype = normal
ownpal = 1

[state 4700, 負＋正]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 25
trigger3 = AnimElem = 33
trigger4 = AnimElem = 41
trigger5 = AnimElem = 49
trigger6 = AnimElem = 57
trigger7 = AnimElem = 65
trigger8 = AnimElem = 73
trigger9 = AnimElem = 81
trigger10 = AnimElem = 89
trigger11 = AnimElem = 97
trigger12 = AnimElem = 105
name = "ZUN"
stateno = 4703
ID = 4703
pos = -13+floor(random/100), -75+floor(random/50)
postype = P1
helpertype = normal
ownpal = 1

[state 4700, 正＋負]
type = Helper
trigger1 = AnimElem = 19
trigger2 = AnimElem = 27
trigger3 = AnimElem = 35
trigger4 = AnimElem = 43
trigger5 = AnimElem = 51
trigger6 = AnimElem = 59
trigger7 = AnimElem = 67
trigger8 = AnimElem = 75
trigger9 = AnimElem = 83
trigger10 = AnimElem = 91
trigger11 = AnimElem = 99
trigger12 = AnimElem = 107
name = "ZIN"
stateno = 4704
ID = 4704
pos = -11+floor(random/100), -70+floor(random/50)
postype = P1
helpertype = normal
ownpal = 1

[state 4700, 負＋負]
type = Helper
trigger1 = AnimElem = 21
trigger2 = AnimElem = 29
trigger3 = AnimElem = 37
trigger4 = AnimElem = 45
trigger5 = AnimElem = 53
trigger6 = AnimElem = 61
trigger7 = AnimElem = 69
trigger8 = AnimElem = 77
trigger9 = AnimElem = 85
trigger10 = AnimElem = 93
trigger11 = AnimElem = 101
name = "ZEN"
stateno = 4705
ID = 4705
pos = -14+floor(random/100), -75+floor(random/50)
postype = P1
helpertype = normal
ownpal = 1

[state 4700, 正線]
type = Helper
trigger1 = AnimElem = 15
trigger2 = AnimElem = 19
trigger3 = AnimElem = 23
trigger4 = AnimElem = 31
trigger5 = AnimElem = 35
trigger6 = AnimElem = 39
trigger7 = AnimElem = 43
trigger8 = AnimElem = 47
trigger9 = AnimElem = 51
trigger10 = AnimElem = 55
trigger11 = AnimElem = 59
trigger12 = AnimElem = 63
trigger13 = AnimElem = 67
trigger14 = AnimElem = 71
trigger15 = AnimElem = 75
trigger16 = AnimElem = 79
trigger17 = AnimElem = 83
trigger18 = AnimElem = 87
trigger19 = AnimElem = 91
trigger20 = AnimElem = 95
trigger21 = AnimElem = 99
trigger22 = AnimElem = 103
trigger23 = AnimElem = 107
name = "SEN"
stateno = 4706
ID = 4706
pos = 0,-60
postype = back
helpertype = normal
ownpal = 1

[state 4700, 負線]
type = Helper
trigger1 = AnimElem = 17
trigger2 = AnimElem = 21
trigger3 = AnimElem = 25
trigger4 = AnimElem = 29
trigger5 = AnimElem = 33
trigger6 = AnimElem = 37
trigger7 = AnimElem = 41
trigger8 = AnimElem = 45
trigger9 = AnimElem = 49
trigger10 = AnimElem = 53
trigger11 = AnimElem = 57
trigger12 = AnimElem = 61
trigger13 = AnimElem = 65
trigger14 = AnimElem = 69
trigger15 = AnimElem = 73
trigger16 = AnimElem = 77
trigger17 = AnimElem = 81
trigger18 = AnimElem = 85
trigger19 = AnimElem = 89
trigger20 = AnimElem = 93
trigger21 = AnimElem = 97
trigger22 = AnimElem = 101
trigger23 = AnimElem = 105
name = "SON"
stateno = 4708
ID = 4708
pos = 0,-60
postype = back
helpertype = normal
ownpal = 1

[State 4700]
type = VarAdd
trigger1 = AnimElemTime(15) >= 0 && AnimElemTime(104) <= 3
FV = 15
Value = -0.011
Persistent = 4

[State 4700, 落ちます]
type = VelAdd
trigger1 = AnimElemTime(105) > 2 && AnimElemTime(112) < 3
y = 0.3

[State 4700, 接地]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 4201

;---------------------------------------------------------------------------
;正カッター正
[Statedef 4702]
type     = A
movetype = A
physics  = N
anim     = 6210
poweradd = 0
velset   = 0,0
sprpriority = 4+(random/500)

[State 4702, 滅多角]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 4,44

[State 4702, 無影]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4702, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4702, エクスサイズ]
type = VarRandom
trigger1 = Time = 0
v = 12
range = 0,5

[State 4702, ワイビッグ]
type = VarRandom
trigger1 = Random >= 500
trigger1 = Time = 0
v = 13
range = 6,8

[State 4702, ワイスモール]
type = VarRandom
trigger1 = Random < 500
trigger1 = Time = 0
v = 13
range = 0,2

[State 4702, 複雑計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 3.0+(time / 30.0)+(Var(12) / 5.0), 0.5+(time / 30.0)+(Var(13) / 5.0)

[State 4702, 高角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) > 19
x = 5 + (Var(12) / 5.0)
y = (Var(4) / -25.0) + (Var(12) / 10.0)

[State 4702, 低角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) <= 19
x = 7.5 + (Var(12) / 5.0)
y = (Var(4) / -45.0) + (Var(12) / 10.0)

[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = time%3=0
value = S41,0
channel = 2
persistent = 1


[State 4702, 音]
type = PlaySnd
trigger1 = Time = 2
value = S400, 7
channel = 1         ;音が重ならないように

[State 4702, 下から上への斬撃上]
type = HitDef
trigger1 = ishelper
trigger1 = AnimElemTime(2) = 0
attr = A, HP
animtype = Hard
damage = 8, 2
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = HA
priority = 4, Hit
p1sprpriority = 3
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 23
ground.hittime = 35
guard.hittime = 15
ground.velocity = -1,-5
guard.velocity = -4
air.velocity = -1.5,-2.5
fall = 1
fall.recover = 0
guard.kill = 0
yaccel = 0.3

[State 4702]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4702

[State 4702, 滅]
type = DestroySelf
trigger1 = Time = 180
trigger2 = AnimTime = 0

;---------------------------------------------------------------------------
;負カッター正
[Statedef 4703]
type     = A
movetype = A
physics  = N
anim     = 6211
poweradd = 0
velset   = 0,0
sprpriority = 3+(random/500)

[State 4703, 滅多°]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 4,44

[State 4703, 無影]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4703, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4703, エクスサイズ]
type = VarRandom
trigger1 = Time = 0
v = 12
range = 0,5

[State 4703, ワイビッグ]
type = VarRandom
trigger1 = Random >= 500
trigger1 = Time = 0
v = 13
range = 6,8

[State 4703, ワイスモール]
type = VarRandom
trigger1 = Random < 500
trigger1 = Time = 0
v = 13
range = 0,2

[State 4703, 複雑計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 3.0+(time / 30.0)+(Var(12) / 10.0), 0.5+(time / 30.0)+(Var(13) / 10.0)

[State 4703, 高角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) > 19
x = 5 + (Var(12) / 5.0)
y = (Var(4) / -25.0) + (Var(12) / 10.0)

[State 4703, 低角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) <= 19
x = 7.5 + (Var(12) / 5.0)
y = (Var(4) / -45.0) + (Var(12) / 10.0)

[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
value = S41,0
channel = 2
persistent = 1


[State 4703, 音]
type = PlaySnd
trigger1 = Time = 2
trigger1 = time%3=0
value = S400, 7
channel = 1

[State 4703, 上から下への斬撃上]
type = HitDef
trigger1 = ishelper
trigger1 = AnimElemTime(2) = 0
attr = A, HP
animtype = Hard
damage = 8, 2
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = HA
priority = 4, Hit
p1sprpriority = 4
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
sparkxy = -0, -50
ground.type = High
ground.slidetime = 24
ground.hittime = 36
ground.velocity = -1,-3
guard.velocity = -4
guard.hittime = 13
air.velocity = -1.2,-0.5
fall = 1
fall.recover = 0
guard.kill = 0
yaccel = 0.35

[State 4703]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4703

[State 4703, 抹]
type = DestroySelf
trigger1 = Time = 180
trigger2 = AnimTime = 0

;---------------------------------------------------------------------------
;正カッター負
[Statedef 4704]
type     = A
movetype = A
physics  = N
anim     = 6212
poweradd = 0
velset   = 0,0
sprpriority = 4+(random/500)

[State 4704, 滅多負角]
type = VarRandom
trigger1 = Time = 0
v = 4
range = -44,-4

[State 4704, 無影]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4704, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4704, エクスサイズ]
type = VarRandom
trigger1 = Time = 0
v = 12
range = 0,5

[State 4704, ワイビッグ]
type = VarRandom
trigger1 = Random >= 500
trigger1 = Time = 0
v = 13
range = 6,8

[State 4704, ワイスモール]
type = VarRandom
trigger1 = Random < 500
trigger1 = Time = 0
v = 13
range = 0,2

[State 4704, 複雑計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 3.0+(time / 30.0)+(Var(12) / 10.0), 0.5+(time / 30.0)+(Var(13) / 10.0)

[State 4704, 高角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) < -19
x = 5 + (Var(12) / 5.0)
y = (Var(4) / -50.0) - (Var(12) / 10.0)

[State 4704, 低角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) >= -19
x = 7.5 + (Var(12) / 5.0)
y = (Var(4) / -30.0) - (Var(12) / 10.0)

[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
trigger1 = time%3=0
value = S41,0
channel = 2
persistent = 1

[State 4704, 音]
type = PlaySnd
trigger1 = Time = 2
value = S400, 7
channel = 1

[State 4704, 下から上への斬撃下]
type = HitDef
trigger1 = ishelper
trigger1 = AnimElemTime(2) = 0
attr = A, HP
animtype = Hard
damage = 8, 2
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = HA
priority = 4, Hit
p1sprpriority = 3
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 35
ground.velocity = -1,-5
guard.velocity = -4
guard.hittime = 14
air.velocity = -1.5,-3
fall = 1
fall.recover = 0
guard.kill = 0
yaccel = 0.3

[State 4704]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4704

[State 4704, 消滅]
type = DestroySelf
trigger1 = Time = 180
trigger2 = AnimTime = 0

;-----------------------------------------------------------------------------------------------
;負カッター負
[Statedef 4705]
type     = A
movetype = A
physics  = N
anim     = 6213
poweradd = 0
velset   = 0,0
sprpriority = 3+(random/500)

[State 4705, 滅多-°]
type = VarRandom
trigger1 = Time = 0
v = 4
range = -44,-4

[State 4705, 無影]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4705, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4705, エクスサイズ]
type = VarRandom
trigger1 = Time = 0
v = 12
range = 0,5

[State 4705, ワイビッグ]
type = VarRandom
trigger1 = Random >= 500
trigger1 = Time = 0
v = 13
range = 6,8

[State 4705, ワイスモール]
type = VarRandom
trigger1 = Random < 500
trigger1 = Time = 0
v = 13
range = 0,2

[State 4705, 複雑計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 3.0+(time / 30.0)+(Var(12) / 10.0), 0.5+(time / 30.0)+(Var(13) / 10.0)

[State 4705, 高角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) < -19
x = 5 + (Var(12) / 5.0)
y = (Var(4) / -50.0) - (Var(12) / 10.0)

[State 4705, 低角度速度]
type = VelSet
trigger1 = Time = 1
trigger1 = Var(4) >= -19
x = 7.5 + (Var(12) / 5.0)
y = (Var(4) / -30.0) - (Var(12) / 10.0)

[State 2000, 6]
type = null;PlaySnd
trigger1 = movehit = 1
value = S41,0
channel = 2
persistent = 1

[State 4705, 音]
type = PlaySnd
trigger1 = Time = 2
value = S400, 7
channel = 1

[State 4705, 上から下への斬撃下]
type = HitDef
trigger1 = ishelper
trigger1 = AnimElemTime(2) = 0
attr = A, HP
animtype = Hard
damage = 8, 2
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = HA
priority = 4, Hit
p1sprpriority = 4
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 24
ground.hittime = 36
ground.velocity = -1,-3
guard.velocity = -5
guard.hittime = 12
air.velocity = -1.2,-1
fall = 1
fall.recover = 0
guard.kill = 0
yaccel = 0.35

[State 4705]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4705

[State 4705, 抹消]
type = DestroySelf
trigger1 = Time = 180
trigger2 = AnimTime = 0

;-----------------------------------------------------------------------------------------------
;効果線・正
[Statedef 4706]
type     = A
physics  = N
anim     = 6220
velset   = 0,0
sprpriority = 3+(random/333) ;整数

[State 4706, 位置決定]
type = PosSet
trigger1 = Time = 0
y = floor((180-ScreenPos Y)-(random/6))

[State 4706, 角度]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 5,20

[State 4706, 伸び計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 1.0+(time / 5.0), 0.8-(time / 50.0)

[State 4706, 影を消す]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4706, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4706, 三角関数は偉大だ…]
type = VelSet
trigger1 = Time = 1
x = Cos(var(4)/57.3)*25
y = -Sin(var(4)/57.3)*25

[State 4706, 消滅設定]
type = DestroySelf
trigger1 = Time > 39
trigger2 = AnimTime = 0
trigger3 = FrontEdgeDist < -480 ;早めに消すことでヘルパー数を抑える

;---------------------
;効果線・負
[Statedef 4708]
type     = A
physics  = N
anim     = 6220
velset   = 0,0
sprpriority = 3+(random/333)

[State 4708, 位置決定]
type = PosSet
trigger1 = Time = 0
y = floor((100-ScreenPos Y)-(random/6))

[State 4708, 角度]
type = VarRandom
trigger1 = Time = 0
v = 4
range = -20,-5

[State 4708, 伸び計算]
type = AngleDraw
trigger1 = 1
value = Var(4)
scale = 1.0+(time / 5.0), 0.8-(time / 50.0)

[State 4708, 影を消す]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4708, 透過処理]
type = Trans
trigger1 = 1
trans = add

[State 4708, ラジアンの使い方]
type = VelSet
trigger1 = Time = 1
x = Cos(var(4)/57.3)*25
y = -Sin(var(4)/57.3)*25

[State 4708, 消滅設定]
type = DestroySelf
trigger1 = Time > 39
trigger2 = AnimTime = 0
trigger3 = FrontEdgeDist < -480




































;-----------------------------------------------------------------------
;ザ・ワールド起動　＆　その後動作関連
;-----------------------------------------------------------------------
;ザ・ワールド　コマンドｓ
[Statedef 6600]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 10
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = !numhelper(20350)
trigger1 = time = 0
value = S60,0

[State 1]
type = PlaySnd
trigger1 = !numhelper(20350)
trigger1 = time = 0
value = S60,1

[state オーラ]
type = helper
trigger1 = time = 0 && !numhelper(20350)
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 1929];ヘルパー召還
type = helper
trigger1 = time = 0 && !numhelper(20350)
name = "world Ndio"
helpertype = normal
id = 20350
stateno = 20350
PosType = p1
pos = 15, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1

[State 2240, 着地]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1

;---------------------
;無駄無駄　上段
;---------------------
[Statedef 6801]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 20
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = time = 0 && !numhelper(20350)
value = S60,0


[State 1]
type = PlaySnd
trigger1 = time = 0 && !numhelper(20350)
value = S60,1

[State 1000, 0]
type = PowerAdd
trigger1 = helper(20350),movehit = 1
value = 7

[State 1000, 0]
type = PowerAdd
trigger1 = helper(20350),MoveGuarded = 1
value = 5

[State 1000, 0]
type = Velset
trigger1 = time >=4
x = 0.2

[State 1000, 0]
type = VarSet
trigger1 = time = 0
v = 0    ;fv = 10
value = 0


[State 1000, 0]
type = Varadd
triggerall = time >=10 && var(30) = 0
trigger1 = command = "236_a"
trigger2 = command = "236_b"
trigger3 = command = "236_c"
v = 0    ;fv = 10
value = 1

[State 1000, 0]
type = Varadd
trigger1 = time >= 1 && var(30) = 1 && var(0)= 0
v = 0    ;fv = 10
value = random%3

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0 && !numhelper(20350)
name = "world Ndio"
helpertype = normal
id = 20350
stateno = 21005
PosType = p1
pos = 15, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1


[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 50
trigger1 = var(0) = 0
trigger2 = time = 80
trigger2 = var(0)=1
trigger3 = time >= 120
trigger3 = var(0) >= 2
value = 0
ctrl = 1

;---------------------
;無駄無駄　中段
;---------------------
[Statedef 6802]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 20
sprpriority = 2

[State 1000, 0]
type = PowerAdd
trigger1 = helper(20350),movehit = 1
value = 7

[State 1000, 0]
type = PowerAdd
trigger1 = helper(20350),MoveGuarded = 1
value = 5


[State 1]
type = PlaySnd
trigger1 = time = 0 && !numhelper(20350)
value = S60,0


[State 1]
type = PlaySnd
trigger1 = time = 0 && !numhelper(20350)
value = S60,1

[State 1000, 0]
type = Velset
trigger1 = time >=4
x = 0.2

[State 1000, 0]
type = VarSet
trigger1 = time = 0
v = 0    ;fv = 10
value = 0

[State 1000, 0]
type = Varadd
triggerall = time >=10 && var(30) = 0
trigger1 = command = "236_a"
trigger2 = command = "236_b"
trigger3 = command = "236_c"
v = 0    ;fv = 10
value = 1

[State 1000, 0]
type = Varadd
trigger1 = time >= 1 && var(30) = 1 && var(0)= 0
v = 0    ;fv = 10
value = random%3

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0 && !numhelper(20350)
name = "world Ndio"
helpertype = normal
id = 20350
stateno = 21006
PosType = p1
pos = 15, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1


[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 50
trigger1 = var(0) = 0
trigger2 = time = 80
trigger2 = var(0)=1
trigger3 = time >= 120
trigger3 = var(0) >= 2
value = 0
ctrl = 1

;---------------------
;無駄無駄　下段
;---------------------
[Statedef 6803]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 20
sprpriority = 2

[State 1000, 0]
type = PowerAdd
trigger1 = helper(20350),movehit = 1
value = 7

[State 1000, 0]
type = PowerAdd
trigger1 = helper(20350),MoveGuarded = 1
value = 5

[State 1]
type = PlaySnd
trigger1 = time = 0 && !numhelper(20350)
value = S60,0


[State 1]
type = PlaySnd
trigger1 = time = 0 && !numhelper(20350)
value = S60,1

[State 1000, 0]
type = Velset
trigger1 = time >=4
x = 0.2

[State 1000, 0]
type = VarSet
trigger1 = time = 0
v = 0    ;fv = 10
value = 0

[State 1000, 0]
type = Varadd
triggerall = time >=10 && var(30) = 0
trigger1 = command = "236_a"
trigger2 = command = "236_b"
trigger3 = command = "236_c"
v = 0    ;fv = 10
value = 1

[State 1000, 0]
type = Varadd
trigger1 = time >= 1 && var(30) = 1 && var(0)= 0
v = 0    ;fv = 10
value = random%3

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0 && !numhelper(20350)
name = "world Ndio"
helpertype = normal
id = 20350
stateno = 21000
PosType = p1
pos = 15, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1


[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 50
trigger1 = var(0) = 0
trigger2 = time = 80
trigger2 = var(0)= 1
trigger3 = time >= 120
trigger3 = var(0) >= 2
value = 0
ctrl = 1







;---------------------
;スタンド出現後　本体　↓
;---------------------
;パンチ
[Statedef 2800]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 0
sprpriority = 2


[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 15
value = 0
ctrl = 1


;-----------------------------------------------------------------
;キック
;-----------------------------------------------------------------
[Statedef 2801]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1011,~移動速度9~]
Type     = VelSet
Trigger1 = time = 0
X        = 3

[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 15
value = 0
ctrl = 1

;-----------------------------------------------------------------
;下段キック
;-----------------------------------------------------------------
[Statedef 2809]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 11
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1011,~移動速度9~]
Type     = VelSet
Trigger1 = time = 0
X        = 3

[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 15
value = 11
ctrl = 1

;-----------------------------------------------------------------
;短距離無駄ｧ
;-----------------------------------------------------------------
[Statedef 2802]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 60
sprpriority = 2

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0 && !numhelper(20350)
name = "world Ndio"
helpertype = normal
id = 20350
stateno = 66000
PosType = p1
pos = 15, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1


[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 28
value = 0
ctrl = 1

;-----------------------------------------------------------------
;中距離無駄ｧ
;-----------------------------------------------------------------
[Statedef 2803]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 50
sprpriority = 2

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0 && !numhelper(20350)
name = "world Ndio"
helpertype = normal
id = 20350
stateno = 66001
PosType = p1
pos = 15, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1


[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 28
value = 0
ctrl = 1


;-----------------------------------------------------------------
;長距離無駄ｧ
;-----------------------------------------------------------------
[Statedef 2804]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
anim     = 25132
ctrl     = 0
poweradd = 50
sprpriority = 2

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0 && !numhelper(20350)
name = "world Ndio"
helpertype = normal
id = 20350
stateno = 66002
PosType = p1
pos = 15, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = 9999999999999999999999
ignorehitpause=1


[State 2240, 帰るお]
type = ChangeState
trigger1 = time = 28
value = 0
ctrl = 1































;-----------------------------------------------------------------
;こっから影ステート ;影通常攻撃 z
;-----------------------------------------------------------------
[Statedef 24000]
movetype = A
ctrl     = 0
poweradd = 70
sprpriority = 2

[State 1]
type = Changeanim
trigger1 = time = 0
value = 25132

[State 1000, 0]
type = StateTypeSet
trigger1 = time = 0
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 40000
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10
value = 0
ctrl = 1

;-----------------------------------------------------------------
;中段背後影
;-----------------------------------------------------------------
[Statedef 25091]
movetype = A
ctrl     = 0
poweradd = 70
sprpriority = 2

[State 1]
type = Changeanim
trigger1 = time = 0
value = 25132

[State 1000, 0]
type = StateTypeSet
trigger1 = time = 0
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 40000
PosType = p2
pos = -100, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10
value = 0
ctrl = 1


;-----------------------------------------------------------------
;影下段
;-----------------------------------------------------------------
[Statedef 29100]
movetype = A
ctrl     = 0
poweradd = 70
sprpriority = 2

[State 1]
type = Changeanim
trigger1 = time = 0
value = 25132

[State 1000, 0]
type = StateTypeSet
trigger1 = time = 0
statetype = C       ;S,A,C,L
movetype = A        ;I,A,H

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 45125
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10
value = 11
ctrl = 1

;-----------------------------------------------------------------
;影上段
;-----------------------------------------------------------------
[Statedef 28000]
movetype = A
ctrl     = 0
poweradd = 70
sprpriority = 2

[State 1]
type = Changeanim
trigger1 = time = 0
value = 25132

[State 1000, 0]
type = StateTypeSet
trigger1 = time = 0
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 45550
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10
value = 0
ctrl = 1






;-----------------------------------------------------------------
;空中　中段
;-----------------------------------------------------------------
[Statedef 25020]
movetype = A
statetype = A  
physics = A
ctrl     = 0
poweradd = 70
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 40000
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10
value = 51
ctrl = 1

;-----------------------------------------------------------------
;空中　影下段
;-----------------------------------------------------------------
[Statedef 29101]
movetype = A
statetype = A
physics = A
ctrl     = 0
poweradd = 70
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 45125
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10
value = 51
ctrl = 1

;-----------------------------------------------------------------
;空中　影上段
;-----------------------------------------------------------------
[Statedef 28001]
movetype = A
statetype = A
physics = A
ctrl     = 0
poweradd = 70
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 45550
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=10
value = 51
ctrl = 1

;-----------------------------------------------------------------
;影 3連
;-----------------------------------------------------------------
[Statedef 29200]
type     = S
movetype = A
juggle   = 1
velset   = 0,0
ctrl     = 0
poweradd = 70
anim     = 25132
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 46200
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=15
value = 0
ctrl = 1

;-----------------------------------------------------------------
;影 脛砕き
;-----------------------------------------------------------------
[Statedef 29401]
type     = S
movetype = A
;physics = A
juggle   = 1
ctrl     = 0
poweradd = 70
anim     = 25132
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = time = 0
value = S66,4

[state 1929];ヘルパー召還
type = helper
trigger1 = time = 0
name = "world Sdio"
helpertype = normal
id = 40000
stateno = 48100
PosType = p1
pos = 0, 0
Facing = 1
ownpal= 1
supermovetime = 9999999999999999999999
pausemovetime = ifelse(var(2)=1,9999999,0)
ignorehitpause=1

[State 2240, 帰るお]
type = ChangeState
trigger1 = time >=15
value = 0
ctrl = 1
