;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 超必殺忍蜂
[Statedef 3000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 3000
ctrl = 0
sprpriority = -1

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[スパキャン]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Super Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0 || var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2100
trigger6 = prevstateno = 2200
anim = ifelse(teamside = 1,7930,7931)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Super Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0 || var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2100
trigger6 = prevstateno = 2200
anim = ifelse(teamside = 1,7930,7931)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2100
trigger6 = prevstateno = 2200
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2100
trigger6 = prevstateno = 2200
v = 20
value = -60

;---------------------[無敵]
[state a]
type = nothitby
trigger1 = time <= 32
value = SCA
time = 1

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 2000, 2]
type = Pause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1
darken = 0

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 6600
sprpriority = -999
postype = p1
pos = 0,-35
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = const(size.xscale),const(size.yscale)

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6601
sprpriority = 3
postype = p1
pos = 0,-35
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = const(size.xscale),const(size.yscale)

[State a];黒背景
type = Explod
trigger1 = time = 0
anim = 6650
id = 6650
sprpriority = -9999
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 999999,999999
pausemovetime = 999
supermovetime = 999
under = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 2000,0

[State 00];
type = PlaySnd
trigger1 = animelem = 10, = 0
value = 2000,1

;---------------------[]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = 6.5

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 10,= 0
x = 6.5
y = -5

[State 1100, 4]
type = VelAdd
trigger1 = AnimElem = 10 ,>= 0
y = .35

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3001

[State 200, ice]
type = Explod
trigger1 = AnimElem = 7, = 0
anim = 3001
ID = 3001
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = AnimElem = 7, = 0
anim = 3014
ID = 3014
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3111) = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
anim = 3111
ID = 3111
postype = p1
pos = -50,0
bindtime = 1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3116) = 0
trigger1 = AnimElem = 7, = 0
anim = 3116
ID = 3116
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3016) = 0
trigger1 = AnimElem = 12, = 0
anim = 3016
ID = 3016
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3017) = 0
trigger1 = AnimElem = 13, = 0
anim = 3017
ID = 3017
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3110) = 0
trigger1 = AnimElem = 11, = 0
anim = 3110
ID = 3110
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[攻撃]

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 7
attr = S, HA
animtype  = hard
damage    = 30 + var(8)*7, 5
priority = 8, Hit
getpower = 0,0
givepower = 30+var(29)*3,15+var(29)*1
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 9
attr = S, HA
animtype  = hard
damage    = 25 + var(8)*6, 4
priority = 8, Hit
getpower = 0,0
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 4,4
sparkno = -1
sparkxy = -10,-70
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.5,-5.5
air.velocity = -6.5,-5.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 10,>=0
trigger1 = movecontact >= 3
trigger1 = var(10) <= 7
attr = A, HA
animtype  = hard
damage    = 25 + var(8)*6, 4
priority = 8, Hit
getpower = 0,0
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 4,4
sparkno = -1
sparkxy = -10,-70
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.5,-6
air.velocity = -6.5,-4.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 1000, end]
type = varset
trigger1 = time = 0
var(10) = 0

[State 1000, end]
type = varadd
trigger1 = movecontact = 1
var(10) = 1

[State -2, gard];爆発
type = Explod
trigger1 = var(10) <= 6
trigger1 = movehit = 1
anim = 1990
id = 1990
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

[State -2, gard];爆発
type = Explod
trigger1 = NumExplod(1113) = 0
trigger1 = var(10) = 7
trigger1 = movehit = 1
anim = 1113
id = 1113
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

;---------------------[]

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3040
ctrl = 0

;------------------------------------------------------------------------------------
;超必殺忍蜂 着地
[Statedef 3040]
type = S
movetype = I
physics = S
anim = 1210
juggle  = 0
velset = 0,0

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3101

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3001

[State 200, ice]
type = Explod
trigger1 = time = 0
anim = 3041
ID = 3041
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; EX超必殺忍蜂
[Statedef 3050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 3050
ctrl = 0
sprpriority = -1

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[スパキャン]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Super Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0 || var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2100
trigger6 = prevstateno = 2200
anim = ifelse(teamside = 1,7930,7931)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Super Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0 || var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2100
trigger6 = prevstateno = 2200
anim = ifelse(teamside = 1,7930,7931)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2100
trigger6 = prevstateno = 2200
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 2000
trigger5 = prevstateno = 2100
trigger6 = prevstateno = 2200
v = 20
value = -60

;---------------------[無敵]
[state a]
type = nothitby
trigger1 = animelem = 10, < 0
value = SCA
time = 1

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 2000, 2]
type = Pause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1
darken = 0

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 6610
sprpriority = -999
postype = p1
pos = 0,-35
bindtime = 1
under = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
scale = const(size.xscale),const(size.yscale)

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6611
sprpriority = 3
postype = p1
pos = 0,-35
bindtime = 1
under = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
scale = const(size.xscale),const(size.yscale)

[State a];黒背景
type = Explod
trigger1 = time = 0
anim = 6651
id = 6650
sprpriority = -9999
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 999999,999999
pausemovetime = 999
supermovetime = 999
under = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,5

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 2000,0

[State 00];
type = PlaySnd
trigger1 = animelem = 10, = 0
value = 2000,1

;---------------------[]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = 8.5

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 10,= 0
x = 8.5
y = -5

[State 1100, 4]
type = VelAdd
trigger1 = AnimElem = 10 ,>= 0
y = .35

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3001

[State 200, ice]
type = Explod
trigger1 = AnimElem = 7, = 0
anim = 3001
ID = 3001
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = AnimElem = 7, = 0
anim = 3014
ID = 3014
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 3114
ID = 3114
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3016) = 0
trigger1 = AnimElem = 13, = 0
anim = 3016
ID = 3016
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3017) = 0
trigger1 = AnimElem = 14, = 0
anim = 3017
ID = 3017
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3110) = 0
trigger1 = AnimElem = 11, = 0
anim = 3110
ID = 3110
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[攻撃]

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 7
attr = S, HA
animtype  = hard
damage    = 45 + var(8)*11, 7
priority = 8, Hit
getpower = 0,0
givepower = 45+var(29)*4,22+var(29)*2
guardflag = M
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-70
hitsound   = s400,5
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -4
air.velocity = -4,-6
fall = 0
air.fall = 1
fall.recover = 0
yaccel = 0.5

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 9
attr = S, HA
animtype  = hard
damage    = 25 + var(8)*6, 4
priority = 8, Hit
getpower = 0,0
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 4,4
sparkno = -1
sparkxy = -10,-70
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.5,-6.5
air.velocity = -6.5,-5.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 10,>=0
trigger1 = movecontact >= 2
trigger1 = var(10) <= 11
attr = A, HA
animtype  = hard
damage    = 25 + var(8)*6, 4
priority = 8, Hit
getpower = 0,0
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 4,4
sparkno = -1
sparkxy = -10,-70
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.5,-6.5
air.velocity = -6.5,-5.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 1000, end]
type = varset
trigger1 = time = 0
var(10) = 0

[State 1000, end]
type = varadd
trigger1 = movecontact = 1
var(10) = 1

[State -2, gard];爆発
type = Explod
trigger1 = var(10) <= 10
trigger1 = movehit = 1
anim = 1990
id = 1990
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

[State -2, gard];爆発
type = Explod
trigger1 = NumExplod(1113) = 0
trigger1 = var(10) = 11
trigger1 = movehit = 1
anim = 1113
id = 1113
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

[State 200, ice]
type = Explod
trigger1 = numexplod(3111) = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10
anim = 3111
ID = 3111
postype = p1
pos = -50,0
bindtime = 1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[]

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3040
ctrl = 0

;------------------------------------------------------------------------------------
;EX超必殺忍蜂 着地
[Statedef 3140]
type = S
movetype = I
physics = S
anim = 1210
juggle  = 0
velset = 0,0

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3001

[State 200, ice]
type = Explod
trigger1 = time = 0
anim = 3041
ID = 3041
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 空中　超必殺忍蜂
[Statedef 3100]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 3100
ctrl = 0
sprpriority = -1

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[スパキャン]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Super Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0 || var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1300
trigger3 = prevstateno = 2200
trigger4 = prevstateno = 2300
anim = ifelse(teamside = 1,7930,7931)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Super Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0 || var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1300
trigger3 = prevstateno = 2200
trigger4 = prevstateno = 2300
anim = ifelse(teamside = 1,7930,7931)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1300
trigger3 = prevstateno = 2200
trigger4 = prevstateno = 2300
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1300
trigger3 = prevstateno = 2200
trigger4 = prevstateno = 2300
v = 20
value = -60

;---------------------[無敵]
[state a]
type = nothitby
trigger1 = time <= 32
value = SCA
time = 1

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 2000, 2]
type = Pause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1
darken = 0

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 6600
sprpriority = -999
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = const(size.xscale),const(size.yscale)

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6601
sprpriority = 3
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = const(size.xscale),const(size.yscale)

[State a];黒背景
type = Explod
trigger1 = time = 0
anim = 6650
id = 6650
sprpriority = -9999
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 999999,999999
pausemovetime = 999
supermovetime = 999
under = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 2000,0

[State 00];
type = PlaySnd
trigger1 = animelem = 10, = 0
value = 2000,1

;---------------------[]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 10,= 0
x = 6.5
y = -5

[State 1100, 4]
type = VelAdd
trigger1 = AnimElem = 10 ,>= 0
y = .35

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3001

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3101

[State 200, ice]
type = Explod
trigger1 = AnimElem = 10, = 0
anim = 3101
ID = 3101
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)
pausemovetime = 999
supermovetime = 999

[State 200, ice]
type = Explod
trigger1 = AnimElem = 10, = 0
anim = 3014
ID = 3014
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3016) = 0
trigger1 = AnimElem = 10, = 0
anim = 3016
ID = 3016
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3017) = 0
trigger1 = AnimElem = 11, = 0
anim = 3017
ID = 3017
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3110) = 0
trigger1 = AnimElem = 11, = 0
anim = 3110
ID = 3110
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[攻撃]

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 12
attr = A, HA
animtype  = hard
damage    = 25 + var(8)*6, 4
priority = 8, Hit
getpower = 0,0
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 4,7
sparkno = -1
sparkxy = -10,-70
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.5,-6
air.velocity = -6.5,-6
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 11,>=0
trigger1 = movecontact >= 3
trigger1 = var(10) <= 7
attr = A, HA
animtype  = hard
damage    = 25 + var(8)*6, 4
priority = 8, Hit
getpower = 0,0
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 4,7
sparkno = -1
sparkxy = -10,-70
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.5,-6
air.velocity = -6.5,-6
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 1000, end]
type = varset
trigger1 = time = 0
var(10) = 0

[State 1000, end]
type = varadd
trigger1 = movecontact = 1
var(10) = 1

[State -2, gard];爆発
type = Explod
trigger1 = var(10) <= 6
trigger1 = movehit = 1
anim = 1990
id = 1990
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

[State -2, gard];爆発
type = Explod
trigger1 = NumExplod(1113) = 0
trigger1 = var(10) = 7
trigger1 = movehit = 1
anim = 1113
id = 1113
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

;---------------------[]

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3040
ctrl = 0

;---------------------------------------------------------------------------
; EX空中 超必殺忍蜂
[Statedef 3150]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 3100
ctrl = 0
sprpriority = -1

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, -20
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = const(size.xscale),const(size.yscale)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, -20
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[スパキャン]

[State 1]
type = removeexplod
triggerall = time = 0
trigger1 = Numexplod(7910)
ID = 7910

[State 6000];Super Canncel
type = Explod
triggerall = teamside = 1
triggerall = var(19) > 0 || var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1300
trigger3 = prevstateno = 2200
trigger4 = prevstateno = 2300
anim = ifelse(teamside = 1,7930,7931)
id = 7910
sprpriority = 9
postype = left
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 6000];Super Canncel
type = Explod
triggerall = teamside != 1
triggerall = var(19) > 0 || var(20) > 0
triggerall = time = 0
triggerall = Numexplod(7910) = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1300
trigger3 = prevstateno = 2200
trigger4 = prevstateno = 2300
anim = ifelse(teamside = 1,7930,7931)
id = 7910
sprpriority = 9
postype = right
pos = ifelse(teamside = 1,65,-70),65
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State a];ドライブゲージゲージ
type = varadd
triggerall = var(19) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1300
trigger3 = prevstateno = 2200
trigger4 = prevstateno = 2300
v = 19
value = -500

[State a];ハイパードライブゲージゲージ
type = varadd
triggerall = var(20) > 0
triggerall = time = 0
trigger1 = prevstateno = 1200
trigger2 = prevstateno = 1300
trigger3 = prevstateno = 2200
trigger4 = prevstateno = 2300
v = 20
value = -60

;---------------------[無敵]
[state a]
type = nothitby
trigger1 = animelem = 10, < 0
value = SCA
time = 1

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 2000, 2]
type = Pause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1
darken = 0

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 6610
sprpriority = -999
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
scale = const(size.xscale),const(size.yscale)

[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 6611
sprpriority = 3
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
scale = const(size.xscale),const(size.yscale)

[State a];黒背景
type = Explod
trigger1 = time = 0
anim = 6651
id = 6650
sprpriority = -9999
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 999999,999999
pausemovetime = 999
supermovetime = 999
under = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,5

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 2000,0

[State 00];
type = PlaySnd
trigger1 = animelem = 10, = 0
value = 2000,1

;---------------------[]

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 10,= 0
x = 6.5
y = -5

[State 1100, 4]
type = VelAdd
trigger1 = AnimElem = 10 ,>= 0
y = .35

;---------------------[]
[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3001

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 3101

[State 200, ice]
type = Explod
trigger1 = AnimElem = 10, = 0
anim = 3101
ID = 3101
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)
pausemovetime = 999
supermovetime = 999

[State 200, ice]
type = Explod
trigger1 = AnimElem = 10, = 0
anim = 3014
ID = 3014
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = AnimElem = 10, = 0
anim = 3110
ID = 3110
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = AnimElem = 10, = 0
anim = 3014
ID = 3014
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3016) = 0
trigger1 = AnimElem = 10, = 0
anim = 3016
ID = 3016
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3017) = 0
trigger1 = AnimElem = 11, = 0
anim = 3017
ID = 3017
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 200, ice]
type = Explod
trigger1 = numexplod(3110) = 0
trigger1 = AnimElem = 11, = 0
anim = 3110
ID = 3110
postype = p1
pos = 0,0
bindtime = -1
sprpriority = -1
ownpal = 1
;removetime = -1
ignorehitpause = 0
persistent = 0
scale = const(size.xscale),const(size.yscale)

;---------------------[攻撃]

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 12
attr = A, HA
animtype  = hard
damage    = 25 + var(8)*6, 4
priority = 8, Hit
getpower = 0,0
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 4,7
sparkno = -1
sparkxy = -10,-70
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.5,-6
air.velocity = -6.5,-6
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
trigger1 = animelem = 11,>=0
trigger1 = movecontact >= 2
trigger1 = var(10) <= 12
attr = A, HA
animtype  = hard
damage    = 25 + var(8)*6, 4
priority = 8, Hit
getpower = 0,0
givepower = 25+var(29)*2,12+var(29)*1
guardflag = M
pausetime = 4,7
sparkno = -1
sparkxy = -10,-70
hitsound   = s1100,2
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.5,-6
air.velocity = -6.5,-6
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

[State 1000, end]
type = varset
trigger1 = time = 0
var(10) = 0

[State 1000, end]
type = varadd
trigger1 = movecontact = 1
var(10) = 1

[State -2, gard];爆発
type = Explod
trigger1 = var(10) <= 11
trigger1 = movehit = 1
anim = 1990
id = 1990
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

[State -2, gard];爆発
type = Explod
trigger1 = NumExplod(1113) = 0
trigger1 = var(10) = 12
trigger1 = movehit = 1
anim = 1113
id = 1113
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

;---------------------[]

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3040
ctrl = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;NEO MAX 超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 不知火流・くの一の舞
[Statedef 3500]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= ifelse(var(29) >= 1 && var(20) > 0,-2000,-3000)
anim = 3500
ctrl = 0

[State 50, 4];残像消去
type = AfterImagetime
trigger1 = time = 0
time = 1

;---------------------[ドライブキャンセル]

[State a];ドライブゲージゲージ
type = varset
triggerall = var(19) > 0
trigger1 = time = 0
v = 19
value = 0

[State a];ハイパードライブゲージゲージ
type = varset
triggerall = var(20) > 0
trigger1 = time = 0
v = 20
value = 0

;---------------------[MAX CANCEL演出]
[State 1000, 5];MAX CANCEL
type = Explod
triggerall = prevstateno = [3000,3199]
trigger1 = time = 1
anim = 6550
ID = 6550
sprpriority = 15
postype = left
pos = 0,100
bindtime = -1
;removetime = -1
under = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
scale = 0.6,0.6

[state a]
type = removeexplod
trigger1 = animelem = 12, >= 1
id = 6550

;---------------------[超必殺技演出]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 14,<=0
value = SCA

[State 2000, 2]
type = Pause
trigger1 = time = 1
time = 60
movetime = 60
anim = -1
darken = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 11, = 0
anim = 6620
sprpriority = -9999
postype = p1
pos = 0,-80
bindtime = 1
under = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 1000, 5]
type = Explod
trigger1 = animelem = 11, = 0
anim = 6621
sprpriority = 3
postype = p1
pos = 0,-80
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
scale = 1.25,1.25

[State a];黒背景
type = Explod
trigger1 = time = 0
anim = 6652
id = 6650
sprpriority = -9999
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 999999,999999
pausemovetime = 999
supermovetime = 999
under = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 11, = 0
value = 3000,2

;---------------------[演出]
[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = time >= 25
flag = NoMusic
flag2 = NoBarDisplay
IgnoreHitPause = 1
Persistent = 1

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = time >= 25
flag = NoFG
flag2 = NoBG
IgnoreHitPause = 1
Persistent = 1

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 14, = 0
value = 2550,0

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 11, = 0
value = 2500,0

;---------------------[]

[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
x = -BackEdgeBodyDist/20
y = (-315 - Pos Y) / 30

[State 1100, Velocity]
type = VelSet
triggerall = animelem = 14, < 0
trigger1 = BackEdgeBodyDist <= 10
x = 0

[State 1100, 4]
type = VelAdd
trigger1 = time > 1
trigger1 = animelem = 11, < 0
y = .55

[State 1100, Velocity]
type = VelSet
trigger1 = animelem = 11
y = 0

[State 1301, 1]
type = PosSet
triggerall = animelem = 14, < 0
trigger1 = BackEdgeBodyDist <= 10
trigger2 = animelem = 11, >= 0
x = ifelse(facing = 1,-150,150)

;--

[State 1100, Velocity]
type = VelSet
triggerall = EnemyNear(Var(53)),Pos Y > -20
trigger1 = AnimElem = 14,= 0
x = ifelse(3 + floor(p2dist X / 8) < 5,5,1 + floor(p2dist X / 8))
y = 8

[State 1100, Velocity]
type = VelSet
triggerall = EnemyNear(Var(53)),Pos Y = [-60,-20]
trigger1 = AnimElem = 14,= 0
x = ifelse(6 + floor(p2dist X / 8) < 5,5,1 + floor(p2dist X / 8))
y = 8

[State 1100, Velocity]
type = VelSet
triggerall = EnemyNear(Var(53)),Pos Y < -60
trigger1 = AnimElem = 14,= 0
x = ifelse(9 + floor(p2dist X / 8) < 5,5,1 + floor(p2dist X / 8))
y = 8

;---------------------[攻撃]
[State 210, 2]
type = HitDef
triggerall = var(21) <= 0
triggerall = movecontact = 0
trigger1 = animelem = 14
attr = A, HA
animtype  = hard
damage    = 0, 0
priority = 8, Hit
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 0,0
guard.pausetime = 12,12
sparkno = -1
sparkxy = -16,-59
hitsound   = -1,0
guardsound = s120,1
guard.sparkno = s7012
ground.type = high
guard.hittime  = 18
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-6.5
air.velocity = -3.5,-6.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.5
ID = 3500

;---------------------[]

[State 1100,1]
type = targetstate
trigger1 = NumTarget(3500)
trigger1 = movehit
trigger1 = target(3500),movetype = H && target(3500),stateno != [120,159]
value = 3590

[State 1100,2]
type = ChangeState
trigger1 = NumTarget(3500)
trigger1 = movehit
trigger1 = target(3500),movetype = H && target(3500),stateno != [120,159]
value = 3510
ctrl = 0

[State 1100,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3505
ctrl = 0

;------------------------------------------------------------------------------------
;ムササビの舞 着地
[Statedef 3505]
type = S
movetype = I
physics = S
anim = 1305
juggle  = 0
velset = 0,0

[State a];黒背景
type = Explod
trigger1 = time = 0
anim = 6653
id = 6650
sprpriority = -9999
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 999999,999999
pausemovetime = 999
supermovetime = 999
under = 1

[State 1301, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 1301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;くの一の舞・くの字
[Statedef 3510]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 3
anim = 3510

[State 1301, 1]
type = turn
trigger1 = time = 0
trigger1 = facing = 1
value = 1

[State 1301, 1]
type = turn
trigger1 = animelem = 12,= 0
value = 1

;---------------------[演出]
[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
flag2 = NoBarDisplay
IgnoreHitPause = 1
Persistent = 1

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
IgnoreHitPause = 1
Persistent = 1

;----

[State explod];火花
type = Explod
triggerall = animelem = 2, >= 0
triggerall = animelem = 7, < 0
trigger1 = time % 2 = 0
anim = 1996
id = 1995
sprpriority = 1
postype = p1
pos = -10,-80
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State explod];火花
type = Explod
triggerall = time >= 2
triggerall = animtime <= -2
triggerall = animelem = 12, >= 0
trigger1 = time % 2 = 0
anim = 1996
id = 1995
sprpriority = 1
postype = p1
pos = -10,-80
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 2, = 0
value = 2550,1

[State 00];
type = PlaySnd
trigger1 = animelem = 2, = 0
value = 2500,1

;---------------------[]

[State 1301, 1]
type = PosSet
trigger1 = time = 0
x = -15
y = -200

[State 1100, Velocity]
type = VelSet
trigger1 = animelem = 2, = 0
x = 4
y = 18

;---

[State 1100, Velocity]
type = PosAdd
trigger1 = animelem = 7,= 0
y = 45

[State 1100, Velocity]
type = VelSet
trigger1 = animelem = 7,= 0
x = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = animelem = 12,= 0
x = 6
y = 15

;---------------------[]

[State 1100,end]
type = ChangeState
trigger1 = animtime = 0
value = 3511
ctrl = 0

;---------------------------------------------------------------------------
;くの一の舞・のの字
[Statedef 3511]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 3
anim = 3511

[State 1301, 1]
type = turn
trigger1 = time = 0
value = 1

;---------------------[演出]
[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
flag2 = NoBarDisplay
IgnoreHitPause = 1
Persistent = 1

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
IgnoreHitPause = 1
Persistent = 1

;----

[State explod];火花
type = Explod
triggerall = time >= 2
triggerall = animtime <= -2
trigger1 = time % 2 = 0
anim = 1996
id = 1995
sprpriority = 1
postype = p1
pos = -10,-80
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 2550,2

[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 2500,2

;---------------------[]

[State 1301, 1]
type = PosSet
trigger1 = time = 0
x = 240
y = -200

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
x = 12
y = 15

;---------------------[]

[State 1100,end]
type = ChangeState
trigger1 = animtime = 0
value = 3512
ctrl = 0

;---------------------------------------------------------------------------
;くの一の舞・一の字
[Statedef 3512]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 3
anim = 3512

[State 1301, 1]
type = turn
trigger1 = time = 0
value = 1

;---------------------[演出]
[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
flag2 = NoBarDisplay
IgnoreHitPause = 1
Persistent = 1

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
IgnoreHitPause = 1
Persistent = 1

;----

[State explod];火花
type = Explod
triggerall = time >= 2
triggerall = animtime <= -2
trigger1 = time % 2 = 0
anim = 1996
id = 1995
sprpriority = 1
postype = p1
pos = -50,-25
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 2550,3

[State 00];
type = PlaySnd
trigger1 = animelem = 1, = 0
value = 2500,3

;---------------------[]

[State 1301, 1]
type = PosSet
trigger1 = time = 0
x = -160
y = -100

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
x = 15
y = 0

;---------------------[]

[State 1100,end]
type = ChangeState
trigger1 = animtime = 0
value = 3520
ctrl = 0

;---------------------------------------------------------------------------
;くの一の舞・フィニッシュ
[Statedef 3520]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 5
anim = 3520

[State 1]
type = removeexplod
triggerall = animelem = 15, = 0
trigger1 = Numexplod(1995)
ID =1995

;---------------------[演出]
[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = animelem = 41, <= 0
flag = NoMusic
flag2 = NoBarDisplay
IgnoreHitPause = 1
Persistent = 1

[State 2305, 特殊効果]
type = AssertSpecial
trigger1 = animelem = 41, <= 0
flag = NoFG
flag2 = NoBG
IgnoreHitPause = 1
Persistent = 1

[State a];黒背景
type = Explod
trigger1 = animelem = 41, = 0
anim = 6653
id = 6650
sprpriority = -9999
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 999999,999999
pausemovetime = 999
supermovetime = 999
under = 1

;---------------------[]

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3550
ID = 3550
pos = floor(-180*0.4)+160,0+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3550
ID = 3550
pos = floor(-50*0.4)+160,floor(-230*0.4)+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3551
ID = 3550
pos = floor(-40*0.4)+160,floor(220*0.4)+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3551
ID = 3550
pos = floor(170*0.4)+160,floor(380*0.4)+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

;--

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3552
ID = 3550
pos = floor(200*0.4)+160,0+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3552
ID = 3550
pos = floor(440*0.4)+160,floor(-250*0.4)+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3552
ID = 3550
pos = floor(-40*0.4)+160,floor(270*0.4)+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

;--

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3553
ID = 3550
pos = 0+160,floor(-180*0.4)+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3553
ID = 3550
pos = floor(-400*0.4)+160,floor(-180*0.4)+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

[State 181, 0];枠
type = Explod
trigger1 = animelem = 15, = 0
anim = 3553
ID = 3550
pos = floor(400*0.4)+160,floor(-180*0.4)+120
postype = left
sprpriority = -2
ownpal = 1
scale = 0.4,0.4
bindtime = -1

;----

[State explod];逆光
type = Explod
trigger1 = animelem = 15,= 0
anim = 3555
id = 3000
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State -2, gard];爆発
type = Explod
trigger1 = NumExplod(1113) = 0
trigger1 = animelem = 15, = 0
anim = 1113
id = 1113
postype = p2
pos = 0,-80
;facing = 1
bindtime = 1
sprpriority = 5
scale = const(size.xscale)*0.75,const(size.yscale)*0.75
ownpal = 1

;---------------------[]

[State 1301, 1]
type = PosSet
trigger1 = time = 0
x = 0
y = 0

;---------------------[効果音]

[State 00];
type = PlaySnd
trigger1 = animelem = 12, = 0
value = 2500,4

[State 00];
type = PlaySnd
trigger1 = animelem = 15, = 0
value = 2550,5

;---------------------[]

[State 1100,end]
type = TargetState
trigger1 = animelem = 15, = 0
value = 3591

[State 1051, 2]
type = Projectile
trigger1 = animelem = 15, = 0
projpriority = 1
attr = S, HP
projID = 3550
projanim = 3559
projremovetime = 10
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = 0,0
hitflag = MAFLD
guardflag = 
damage = 450, 0 ;floor(450 * fvar(0)), 0
getpower = 0,0
givepower = 450+var(29)*45,225+var(29)*22
animtype = Hard
pausetime = 20,20
pausemovetime = 0
sparkno = -1
hitsound   = s1100,2
guardsound = s1100,2
guard.sparkno = -1
sparkxy = 50,-60
air.type = high
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = ifelse(Enemynear,facing = 1,3,-3),-7
air.velocity = ifelse(Enemynear,facing = 1,3,-3),-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.3
palfx.time = 40
palfx.add = 192,96,16
palfx.mul = 224,160,32
palfx.sinadd = 32,96,64,12
palfx.invertall = 1
palfx.color = 0

;---------------------[]

[State 1100,end]
type = ChangeState
triggerall = animelem = 40, = 30
trigger1 = win
trigger1 = roundstate = 3
value = 3521
ctrl = 1

[State 1100,end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 不知火流・くの一の舞・勝利
[Statedef 3521]
type    = S
physics = N
ctrl = 1
anim = 3521
velset = 0,0

[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

;---------------------[速度]
[State 00]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 01]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[ステート移行]
[State 03]
type = ChangeState
trigger1 = time >= 300
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)くの一の舞・拘束中
[Statedef 3590]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]
[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3590

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

;---------------------[速度]

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

[state a]
type = PosSet
trigger1 = time = 0
x = 0
y = -60

;---------------------[ステート移行]
[State 821, 3] 
type = SelfState
trigger1 = time >= 1500
value = 5100

;---------------------------------------------------------------------------
;(ENEMY)くの一の舞・フィニッシュ
[Statedef 3591]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

;---------------------[演出]

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3591

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

;---------------------[速度]

[state a]
type = velset
trigger1 = time = 0
x = -4
y = -5.5

[state a]
type = veladd
trigger1 = time > 0
y = 0.45

;---------------------[ステート移行]
[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0 && time > 0
trigger1 = Pos Y >= 0
value = 5100
