;-------------------------------------------
;超必殺技・リーブアタックのステートguard.dist = 200
;-------------------------------------------
;己のターン！
[Statedef 2000]
type     = S
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2000
poweradd = -1000
sprpriority = 2

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

[state a]
type = Pause
trigger1 = Time = 0
time = 91
movetime = 91
anim = -1

[State a]
type = varset
trigger1 = AnimElem = 3
v = 12
value = -256

[State a]
type = varadd
trigger1 = time >= 84 && time <= 91
v = 12
value = 32

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),var(12),var(12)
invertall = 0

[state a]
type = Helper
trigger1 = AnimElem = 2
id = 6910
name = "H-effect3"
pos = ceil(5*const(size.xscale)),ceil(-110*const(size.yscale))
postype = p1
stateno = 6910
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Helper
trigger1 = AnimElem = 4
ID = 9000
name = "cut"
pos = -60,-220
postype = back
stateno = 9000
helpertype = Normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 6900
name = "H-effect1"
pos = ceil(5*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
stateno = 6900
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemTime(8) = 5
id = 6901
name = "H-effect2"
pos = ceil(5*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
stateno = 6901
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 3,16

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 3,16
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001

;---------------------------------------------------------------------------
;鏖殺の吐息ダッシュ
[Statedef 2001]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 2001
poweradd = 0
sprpriority = 2

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   =   0,  0,256
PalContrast = 128,128,128
PalAdd      =   0,160,230
PalMul      =   1,1,1

[state a]
type = afterimagetime
trigger1 = AnimTime = 0
time = 0

[state a]
type = velset
trigger1 = AnimElem = 9,<=0
x = 13.5

[State a]
type = Explod
trigger1 = Time = 0
anim = 6020
postype = p1
pos = -20,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6020

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-70
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,5

[State a]
type = HitDef
trigger1 = time = 1
attr = S,HA
damage = 0,0
getpower  = 0,0
givepower = 16,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = -35,-60
hitsound   = s8,2
guardsound = s8,11
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 2002
p2stateno = 2010
numhits = 0

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

;---------------------------------------------------------------------------
;鏖殺の吐息乱舞
[Statedef 2002]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 2002
poweradd = 0
sprpriority = 2

[State a]
type = varadd
trigger1 = time >= 0 && time <= 15
v = 12
value = -4

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),var(12),var(12)
invertall = 0

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   =   0,  0,256
PalContrast = 128,128,128
PalAdd      =   0,160,230
PalMul      =   1,1,1

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

[State a]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(81) <= 0
pos = 50,0

[State a]
type = TargetLifeAdd
trigger1 = AnimElem = 81
value = -100*Const(data.attack)/100
absolute = 1
kill = 0

[State a]
type = TargetState
trigger1 = AnimElem = 81
value = 2012

[State a]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state a]
type = velset
trigger1 = AnimElem = 81
x = 3

[state a]
type = velmul
trigger1 = AnimElemtime(81) >= 0
x = 0.85

[State a]
type = PosSet
trigger1 = time = 0
y = 0

[state a]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 42
trigger5 = AnimElem = 58
trigger6 = AnimElem = 64
anim = 6510
postype = p1
pos = floor(p2dist x/2 +40),-60
sprpriority = 3
;persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = AnimElem = 26
trigger2 = AnimElem = 33
anim = 6510
postype = p1
pos = floor(p2dist x/2 +40),-30
sprpriority = 3
;persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = AnimElem = 64
anim = 232
postype = p1
pos = 60,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 64
anim = 232
postype = p1
pos = 10,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 232

[state a]
type = Explod
trigger1 = time = 0
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 3
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = AnimElem = 81
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 3
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 30
value = 3,5

[State a]
type = PlaySnd
trigger1 = AnimElem = 78
value = 3,4

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 26
trigger5 = AnimElem = 33
trigger6 = AnimElem = 42
trigger7 = AnimElem = 58
trigger8 = AnimElem = 64
value = 8,1

[State a]
type = PlaySnd
trigger1 = AnimElem = 81
value = 8,2

[State a]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 17
trigger3 = AnimElem = 33
trigger4 = AnimElem = 58
attr = S, HA
getpower  = 0,0
givepower = 0,0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
sparkxy = -30,-75
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p1facing = 1
p2facing = 1
p2stateno = 2010
kill = 0
numhits = 0

[State a]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 26
trigger3 = AnimElem = 42
trigger4 = AnimElem = 64
attr = S, HA
getpower  = 0,0
givepower = 0,0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
sparkxy = -30,-75
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p1facing = 1
p2facing = 1
p2stateno = 2011
kill = 0
numhits = 0

[State a]
type = HitDef
trigger1 = AnimElem = 81
attr = S, HA
getpower  = 0,0
givepower = 0,0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
sparkxy = -30,-75
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p1facing = 1
p2facing = 1
p2stateno = 2012
kill = 0
numhits = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2003

;---------------------------------------------------------------------------
;破滅のブラストスクリーム！
[Statedef 2003]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2003
poweradd = 0
sprpriority = 2

[state a]
type = Pause
trigger1 = time = 0
time = 90
movetime = 90
anim = -1

[State a]
type = screenbound
trigger1 = AnimElemtime(9) >= 0
value = 0
movecamera = 1,0
ignorehitpause = 1

[state a]
type = velset
trigger1 = AnimElem = 9
y = -13

[State a]
type = Helper
trigger1 = AnimElem = 1
ID = 9000
name = "cut"
pos = -60,-220
postype = back
stateno = 9000
helpertype = Normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Helper
trigger1 = AnimElem = 9
ID = 9001
helpertype = Normal
name = "wb"
removeongethit = 0
stateno = 9001
pos = 0,0
postype = left
supermovetime = 9999
pausemovetime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,17

[State a]
type = PlaySnd
trigger1 = AnimElem = 9
value = 6,8

[state a]
type = HitDef
trigger1 = time = 0
attr = A,HP
affectteam = B
damage    = 0,0
priority = 10, Hit
animtype  = hard
hitflag = MAF
getpower = 0,0
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1,0
guard.sparkno = -1
guardsound = -1,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
air.velocity = -0,0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 2013
numhits = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2004

;----------------
;鏖殺の吐息ブレス
[Statedef 2004]
type     = S
movetype = A
physics  = S
juggle   = 0
ctrl     = 0
anim     = 2004
poweradd = 0
sprpriority = 2

[State a]
type = varset
trigger1 = numpartner
trigger1 = partner,alive
trigger1 = partner,stateno = 2013
v = 18
value = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State a]
type = null;screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State a]
type = EnvShake
trigger1 = time = 0
time  = 110
ampl  = 4
freq  = 30
phase = 70

[State a]
type = EnvShake
trigger1 = time = 133
time  = 167
ampl  = 5
freq  = 70
phase = 70

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

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

[State a]
type = TargetBind
trigger1 = 1
pos = 170,0

[State a]
type = TargetLifeAdd
trigger1 = time >= 133  && time <= 189
value = -1*Const(data.attack)/100
absolute = 1
kill = 0

[State a]
type = TargetLifeAdd
trigger1 = time >= 190  && time <= 289
value = -2*Const(data.attack)/100
absolute = 1
kill = 0

[State a]
type = TargetLifeAdd
trigger1 = time = 290
value = -2*Const(data.attack)/100
absolute = 1

[state a]
type = Helper
trigger1 = time = 0
id = 2005
name = "wd"
pos = -90,-150
postype = back
stateno = 2005
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Helper
trigger1 = Time = 290
ID = 9002
helpertype = Normal
name = "wb"
removeongethit = 0
stateno = 9002
pos = 0,0
postype = left
supermovetime = 9999
pausemovetime = 9999
facing = 1
keyctrl = 0
ownpal = 1

[State a]
type = ChangeState
trigger1 = Time = 300
value = 2007

;-------------------
;鏖殺の吐息ドラゴン
[Statedef 2005]
type     = A
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 2005
poweradd = 0
sprpriority = 2

[State a]
type = screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[state a]
type = Velset
trigger1 = time >= 0 && time <= 40
x = 4
y = 3

[state a]
type = Velmul
trigger1 = time >= 40 && time <= 80
x = 0.8
y = 0.8

[state a]
type = Velset
trigger1 = time >= 80 && time <= 105
x = -7

[state a]
type = Velset
trigger1 = time >= 105 && time <= 133
x = 7

[state a]
type = Velset
trigger1 = time = 133
x = 0
y = 0

[state a]
type = Helper
trigger1 = time = 133
id = 2006
name = "bs"
pos = 125,30
postype = p1
stateno = 2006
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = numhelper(2009) <= 2
trigger1 = time >= 0 && time <= 80
id = 2009
name = "bs"
pos = -70,0
postype = p1
stateno = 2009
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = numhelper(2009) <= 2
trigger1 = time >= 10 && time <= 80
id = 2009
name = "bs"
pos = -50,0
postype = p1
stateno = 2009
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = numhelper(2010) <= 2
trigger1 = time >= 0 && time <= 80
id = 2010
name = "bs"
pos = 170,0
postype = p1
stateno = 2009
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = numhelper(2010) <= 2
trigger1 = time >= 10 && time <= 80
id = 2010
name = "bs"
pos = 150,0
postype = p1
stateno = 2009
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = numhelper(2009) = 0
trigger1 = time >= 133 && time <= 300
id = 2009
name = "bs"
pos = -70,0
postype = p1
stateno = 2009
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = numhelper(208) = 0
trigger1 = time >= 133 && time <= 280
id = 2008
name = "bs"
pos = 170,0
postype = p1
stateno = 2008
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1
size.xscale = 1
size.yscale = 1

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

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

[State a]
type = PlaySnd
trigger1 = AnimElemtime(8) = 0
value = 0,0

[State a]
type = PlaySnd
trigger1 = time = 300
value = 0,1

[State a]
type = DestroySelf
trigger1 = time = 300

;----------------------
;鏖殺の吐息ブレスエフェクト
[Statedef 2006]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2006
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = DestroySelf
trigger1 = numhelper(9002)
trigger1 = helper(9002),var(1) >= 256
;trigger1 = root,stateno = 2007

;-------------------
;大喝采！
[Statedef 2007]
type     = A
movetype = I
physics  = A
juggle   = 0
ctrl     = 0
anim     = 2007
poweradd = 0
sprpriority = 2

[State a]
type = varset
trigger1 = time = 0
v = 12
value = 0

[State a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),var(12),var(12)
invertall = 0

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   =   0,  0,256
PalContrast = 128,128,128
PalAdd      =   0,160,230
PalMul      =   1,1,1

[state a]
type = posset
trigger1 = time = 0
x = -30
y = -80

[state a]
type = Velset
trigger1 = time = 10
y = -7

[state a]
type = Veladd
trigger1 = time >= 10
y = .5

[State a]
type = PlaySnd
triggerall = numpartner = 0
trigger1 = time = 0
value = 3,18

[State a]
type = PlaySnd
triggerall = time = 0
triggerall = numpartner
trigger1 = var(18) = 0
trigger2 = var(18) = 1
trigger2 = partner,alive
value = 3,18

[State a]
type = PlaySnd
triggerall = time = 0
triggerall = numpartner
trigger1 = var(18) = 1
trigger1 = partner,alive = 0
value = 3,23

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;-----------------
;噴射煙1
[Statedef 2008]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 2008
sprpriority = 4

[state a]
type = posset
trigger1 = 1
y = 0

[state a]
type = PalFX
trigger1 = time = 0
time = -1
add = -15,110,255

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = DestroySelf
trigger1 = animtime = 0

;----------------
;噴射煙2
[Statedef 2009]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 2009
sprpriority = 3

[state a]
type = posset
trigger1 = 1
y = 0

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 1.25,1.25

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State a]
type = varadd
trigger1 = time >= 0
v = 1
value = -8

[State a]
type = varadd
trigger1 = time >= 0
v = 2
value = 8

[State a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[State a]
type = DestroySelf
trigger1 = animtime = 0

;---------------------
;相手動作(乱舞やられ)
[Statedef 2010]
type    = S
movetype= H
physics = N
velset = 0,0

[State a]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

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

[State a]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[State a]
type = SelfState
trigger1 = time > 165
trigger2 = enemy,movetype = H
trigger2 = enemy,name = "DRAGON" && enemy,authorname = "kayui uma"
value = 5000

;-------------------
;相手動作(下段やられ)
[Statedef 2011]
type    = S
movetype= H
physics = N
velset = 0,0

[State a]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

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

[State a]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2010

;-------------------
;相手動作(吹き飛び)
[Statedef 2012]
type    = A
movetype= H
physics = N
velset = -7,-5

[State a]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012

[State a]
type = Turn
Trigger1 = P2Dist X < 0

[State a]
type = Veladd
trigger1 = AnimElemTime(3) >= 0
y = .40

[State a]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;-----------------------
;相手動作(ブレスやられ)
[Statedef 2013]
type    = S
movetype= H
physics = S
velset = 0,0

[State a]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2013

[State a]
type = PosSet
trigger1 = 1
y = 0

[State a]
type = SelfState
trigger1 = Time = 310
value = 5070

;--------------------
;相手動作(怒りの鉄拳)
[Statedef 2014]
type    = A
movetype= H
physics = N
velset  = 0,0

[State a]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2014

[State a]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;超必殺技発動エフェクト1
[Statedef 6900]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6900
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State a]
type = Trans
trigger1 = root,stateno = [2350,2360]
trans = addalpha
alpha = 128,128

[State a]
type = PalFX
trigger1 = root,stateno = [2350,2360]
time = -1
add = -255,-255,-255

[State a]
type = DestroySelf
trigger1 = animtime = 0

;------------------------
;超必殺技発動エフェクト2
[Statedef 6901]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6900
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State a]
type = PalFX
trigger1 = 1
time = -1
add = 255,255,255

[State a]
type = DestroySelf
trigger1 = animtime = 0

;-----------------------
;超必殺技発動エフェクト3
[Statedef 6910]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6910
sprpriority = -2

[State a]
type = PlaySnd
trigger1 = time = 0
value = 6,10

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State a]
type = varadd
trigger1 = AnimElem = 7,>=0
v = 1
value = -16

[State a]
type = varadd
trigger1 = AnimElem = 7,>=0
v = 2
value = 16

[State a]
type = varadd
trigger1 = AnimElem = 7,>=0
v = 3
value = 32

[State a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[State a]
type = PalFX
trigger1 = 1
time = -1
add = var(3),var(3),var(3)
ignorehitpause = 1

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State a]
type = DestroySelf
trigger1 = var(1) <= 0

;---------------------
;カットイン
[Statedef 9000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = ifelse(helper(20000),var(7) = 0,9000,9005)
sprpriority = -1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = posset
trigger1 = 1
y = pos y - screenpos y

[state a]
type = velset
trigger1 = time >= 0 && time <= 11
x = 5

[state a]
type = velset
trigger1 = time >= 60
x = 7

[state a]
type = veladd
trigger1 = time >= 60
x = 6

[state a]
type = velset
trigger1 = time >= 11 && time <= 60
x = 0

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State a]
type = varset
trigger1 = time = 0
v = 3
value = 256

[State a]
type = varadd
trigger1 = time >= 60
v = 1
value = -16

[State a]
type = varadd
trigger1 = time >= 60
v = 2
value = 16

[State a]
type = varadd
trigger1 = time >= 0 && time <= 15
v = 3
value = -16

[State a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[State a]
type = PalFX
trigger1 = 1
time = -1
add = var(3),var(3),var(3)
ignorehitpause = 1

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State a]
type = DestroySelf
trigger1 = var(1) <= 0
trigger2 = root,stateno = 2004

;---------------
;白バック1
[Statedef 9001]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 9001
poweradd = 0
sprpriority = 90

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 10,10

[state a]
type = posset
trigger1 = 1
x = pos x - screenpos x
y = pos y - screenpos y

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 256

[state a]
type = varadd
trigger1 = time = [0,15]
v = 1
value = 16

[state a]
type = varadd
trigger1 = time = [0,15]
v = 2
value = -16

[state a]
type = varadd
trigger1 = time = [45,60]
v = 1
value = -16

[state a]
type = varadd
trigger1 = time = [45,60]
v = 2
value = 16

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[state a]
type = destroyself
trigger1 = time = 60

;--------------------
;白バック2
[Statedef 9002]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 9001
poweradd = 0
sprpriority = 90

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 10,10

[state a]
type = posset
trigger1 = 1
x = pos x - screenpos x
y = pos y - screenpos y

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 256

[state a]
type = varadd
trigger1 = time = [0,7]
v = 1
value = 32

[state a]
type = varadd
trigger1 = time = [0,7]
v = 2
value = -32

[state a]
type = varadd
trigger1 = time = [15,22]
v = 1
value = -32

[state a]
type = varadd
trigger1 = time = [15,22]
v = 2
value = 32

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[state a]
type = destroyself
trigger1 = time = 30

;-------------------
;己のターン！SP
[Statedef 2100]
type     = S
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2000
poweradd = -3000
sprpriority = 2

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

[state a]
type = Pause
trigger1 = Time = 0
time = 91
movetime = 91
anim = -1

[State a]
type = varset
trigger1 = AnimElem = 3
v = 12
value = 128

[State a]
type = varset
trigger1 = AnimElem = 3
v = 13
value = 128

[State a]
type = varset
trigger1 = AnimElem = 3
v = 14
value = 0

[State a]
type = varadd
trigger1 = time >= 84 && time <= 91
v = 12
value = -16

[State a]
type = varadd
trigger1 = time >= 84 && time <= 91
v = 13
value = 16

[State a]
type = varadd
trigger1 = time >= 84 && time <= 91
v = 14
value = 32

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),0,0
mul = var(13),var(14),var(14)
invertall = 0

[state a]
type = Helper
trigger1 = AnimElem = 2
id = 6910
name = "H-effect3"
pos = ceil(5*const(size.xscale)),ceil(-110*const(size.yscale))
postype = p1
stateno = 6910
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Helper
trigger1 = AnimElem = 4
ID = 9000
name = "cut"
pos = -60,-220
postype = back
stateno = 9000
helpertype = Normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 6900
name = "H-effect1"
pos = ceil(5*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
stateno = 6900
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemTime(8) = 5
id = 6901
name = "H-effect2"
pos = ceil(5*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
stateno = 6901
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 3,16

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 3,16
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101

;--------------------
;鏖殺の吐息ダッシュSP
[Statedef 2101]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 2001
poweradd = 0
sprpriority = 2

[State a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   = 256,  0,  0
PalContrast = 128,128,128
PalAdd      = 160,  0,  0
PalMul      =   1,1,1

[state a]
type = afterimagetime
trigger1 = AnimTime = 0
time = 0

[state a]
type = velset
trigger1 = AnimElem = 9,<=0
x = 13

[State a]
type = Explod
trigger1 = Time = 0
anim = 6020
postype = p1
pos = -20,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 6020

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-70
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,5

[State a]
type = HitDef
trigger1 = time = 1
attr = S,HA
damage = 0,0
getpower  = 0,0
givepower = 16,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = -35,-60
hitsound   = s8,2
guardsound = s8,11
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 2102
p2stateno = 2010
numhits = 0

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

;---------------------
;鏖殺の吐息乱舞SP
[Statedef 2102]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 2102
poweradd = 0
sprpriority = 2

[State a]
type = varadd
trigger1 = time >= 0 && time <= 15
v = 12
value = 8

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),0,0
mul = var(12),0,0
invertall = 0

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   = 256,  0,  0
PalContrast = 128,128,128
PalAdd      = 160,  0,  0
PalMul      =   1,1,1

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

[State a]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(75) <= 0
pos = 50,0

[State a]
type = TargetBind
trigger1 = AnimElemtime(74) >= 0 && AnimElemtime(83) <= 0
pos = 60,-10

[State a]
type = TargetBind
trigger1 = AnimElemtime(83) >= 0 && AnimElemtime(92) <= 0
pos = 60,-15

[State a]
type = TargetBind
trigger1 = AnimElemtime(92) >= 0 && AnimElemtime(102) <= 0
pos = 60,-20

[State a]
type = TargetBind
trigger1 = AnimElemtime(102) >= 0 && AnimElemtime(112) <= 0
pos = 60,-25

[State a]
type = TargetBind
trigger1 = AnimElemtime(112) >= 0 && AnimElemtime(122) <= 0
pos = 60,-30

[State a]
type = TargetBind
trigger1 = AnimElemtime(122) >= 0 && AnimElemtime(132) <= 0
pos = 60,-35

[State a]
type = TargetBind
trigger1 = AnimElemtime(132) >= 0 && AnimElemtime(161) <= 0
pos = 60,-40

[State a]
type = TargetLifeAdd
trigger1 = AnimElem = 74
value = -3*Const(data.attack)/100
absolute = 1
kill = 0

[State a]
type = TargetLifeAdd
trigger1 = AnimElem = 161
value = -500*Const(data.attack)/100
absolute = 1
kill = 0

[State a]
type = TargetState
trigger1 = AnimElem = 75
value = 2014

[State a]
type = TargetState
trigger1 = AnimElem = 161
value = 2012

[State a]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state a]
type = velset
trigger1 = AnimElemTime(161) = 5
x = 3

[state a]
type = velmul
trigger1 = AnimElemtime(161) >= 5
x = 0.85

[State a]
type = PosSet
trigger1 = time = 0
y = 0

[state a]
type = Helper
trigger1 = AnimElem = 161
id = 6900
name = "H-effect1"
pos = ceil(90*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
stateno = 6900
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemTime(161) = 5
id = 6901
name = "H-effect2"
pos = ceil(90*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
stateno = 6901
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 42
trigger5 = AnimElem = 58
trigger6 = AnimElem = 64
anim = 6510
postype = p1
pos = floor(p2dist x/2 +40),-60
sprpriority = 3
;persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = AnimElem = 26
trigger2 = AnimElem = 33
anim = 6510
postype = p1
pos = floor(p2dist x/2 +40),-30
sprpriority = 3
;persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = Explod
trigger1 = AnimElem = 64
anim = 232
postype = p1
pos = 60,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1 = AnimElem = 64
anim = 232
postype = p1
pos = 10,0
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1  = AnimElem = 74
trigger2  = AnimElem = 78
trigger3  = AnimElem = 82
trigger4  = AnimElem = 86
trigger5  = AnimElem = 90
trigger6  = AnimElem = 94
trigger7  = AnimElem = 98
trigger8  = AnimElem = 102
trigger9  = AnimElem = 106
trigger10 = AnimElem = 110
trigger11 = AnimElem = 114
trigger12 = AnimElem = 118
trigger13 = AnimElem = 122
trigger14 = AnimElem = 126
trigger15 = AnimElem = 130
trigger16 = AnimElem = 134
trigger17 = AnimElem = 138
trigger18 = AnimElem = 142
trigger19 = AnimElem = 146
trigger20 = AnimElem = 150
anim = 232
postype = p1
pos = 60,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
IgnoreHitPause = 1
ID = 232

[State a]
type = Explod
trigger1  = AnimElem = 74
trigger2  = AnimElem = 78
trigger3  = AnimElem = 82
trigger4  = AnimElem = 86
trigger5  = AnimElem = 90
trigger6  = AnimElem = 94
trigger7  = AnimElem = 98
trigger8  = AnimElem = 102
trigger9  = AnimElem = 106
trigger10 = AnimElem = 110
trigger11 = AnimElem = 114
trigger12 = AnimElem = 118
trigger13 = AnimElem = 122
trigger14 = AnimElem = 126
trigger15 = AnimElem = 130
trigger16 = AnimElem = 134
trigger17 = AnimElem = 138
trigger18 = AnimElem = 142
trigger19 = AnimElem = 146
trigger20 = AnimElem = 150
anim = 232
postype = p1
pos = 10,5
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
IgnoreHitPause = 1
ID = 232

[state a]
type = Explod
trigger1  = AnimElem = 74
trigger2  = AnimElem = 76
trigger3  = AnimElem = 78
trigger4  = AnimElem = 80
trigger5  = AnimElem = 82
trigger6  = AnimElem = 84
trigger7  = AnimElem = 86
trigger8  = AnimElem = 88
trigger9  = AnimElem = 90
trigger10 = AnimElem = 92
trigger11 = AnimElem = 94
trigger12 = AnimElem = 96
trigger13 = AnimElem = 98
trigger14 = AnimElem = 100
trigger15 = AnimElem = 102
trigger16 = AnimElem = 104
trigger17 = AnimElem = 106
trigger18 = AnimElem = 108
trigger19 = AnimElem = 110
trigger20 = AnimElem = 112
trigger21 = AnimElem = 114
trigger22 = AnimElem = 116
trigger23 = AnimElem = 118
trigger24 = AnimElem = 120
trigger25 = AnimElem = 122
trigger26 = AnimElem = 124
trigger27 = AnimElem = 126
trigger28 = AnimElem = 128
trigger29 = AnimElem = 130
trigger30 = AnimElem = 132
trigger31 = AnimElem = 134
trigger32 = AnimElem = 136
trigger33 = AnimElem = 138
trigger34 = AnimElem = 140
trigger35 = AnimElem = 142
trigger36 = AnimElem = 144
trigger37 = AnimElem = 146
trigger38 = AnimElem = 148
trigger39 = AnimElem = 150
trigger40 = AnimElem = 152
anim = 6500
postype = p1
pos = 70-random%30,-70-random%30
sprpriority = 5
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = time = 0
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 3
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = AnimElem = 161
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 3
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 30
value = 3,5

[State a]
type = PlaySnd
trigger1 = AnimElem = 74
value = 3,22

[State a]
type = PlaySnd
trigger1 = AnimElem = 158
value = 3,4

[State a]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
trigger4 = AnimElem = 26
trigger5 = AnimElem = 33
trigger6 = AnimElem = 42
trigger7 = AnimElem = 58
trigger8 = AnimElem = 64
value = 8,1

[State a]
type = PlaySnd
trigger1  = AnimElem = 74
trigger2  = AnimElem = 76
trigger3  = AnimElem = 78
trigger4  = AnimElem = 80
trigger5  = AnimElem = 82
trigger6  = AnimElem = 84
trigger7  = AnimElem = 86
trigger8  = AnimElem = 88
trigger9  = AnimElem = 90
trigger10 = AnimElem = 92
trigger11 = AnimElem = 94
trigger12 = AnimElem = 96
trigger13 = AnimElem = 98
trigger14 = AnimElem = 100
trigger15 = AnimElem = 102
trigger16 = AnimElem = 104
trigger17 = AnimElem = 106
trigger18 = AnimElem = 108
trigger19 = AnimElem = 110
trigger20 = AnimElem = 112
trigger21 = AnimElem = 114
trigger22 = AnimElem = 116
trigger23 = AnimElem = 118
trigger24 = AnimElem = 120
trigger25 = AnimElem = 122
trigger26 = AnimElem = 124
trigger27 = AnimElem = 126
trigger28 = AnimElem = 128
trigger29 = AnimElem = 130
trigger30 = AnimElem = 132
trigger31 = AnimElem = 134
trigger32 = AnimElem = 136
trigger33 = AnimElem = 138
trigger34 = AnimElem = 140
trigger35 = AnimElem = 142
trigger36 = AnimElem = 144
trigger37 = AnimElem = 146
trigger38 = AnimElem = 148
trigger39 = AnimElem = 150
trigger40 = AnimElem = 152
value = 8,0

[State a]
type = PlaySnd
trigger1 = AnimElem = 161
value = 8,2

[State a]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 17
trigger3 = AnimElem = 33
trigger4 = AnimElem = 58
attr = S, HA
getpower  = 0,0
givepower = 0,0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
sparkxy = -30,-75
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2010
kill = 0
numhits = 0

[State a]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 26
trigger3 = AnimElem = 42
trigger4 = AnimElem = 64
attr = S, HA
getpower  = 0,0
givepower = 0,0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
sparkxy = -30,-75
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2011
kill = 0
numhits = 0

[State a]
type = HitDef
trigger1 = AnimElem = 161
attr = S, HA
getpower  = 0,0
givepower = 0,0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
sparkxy = -30,-75
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2012
kill = 0
numhits = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2003

;--------------------------
;ダンシズ＆ドラゴンズ！始動
[Statedef 2200]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2200
poweradd = -1000
sprpriority = 2

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

[state a]
type = Pause
trigger1 = Time = 0
time = 128
movetime = 128
anim = -1

[State a]
type = varset
trigger1 = AnimElem = 2
v = 12
value = -256

[State a]
type = varadd
trigger1 = time >= 121 && time <= 128
v = 12
value = 32

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),var(12),var(12)
invertall = 0

[state a]
type = Helper
trigger1 = Time = 0
id = 6910
name = "H-effect3"
pos = ceil(5*const(size.xscale)),ceil(-110*const(size.yscale))
postype = p1
stateno = 6910
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Helper
trigger1 = AnimElem = 20
ID = 9000
name = "cut"
pos = -60,-220
postype = back
stateno = 9000
helpertype = Normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 3,19

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 3,19
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2210

;--------------------------
;ダンシズ＆ドラゴンズ！昇竜１回目
[Statedef 2210]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2210
poweradd = 0
sprpriority = 2

[state a]
type = NotHitBy 
trigger1 = AnimElem = 6,<=0
value = SCA

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   =   0,  0,256
PalContrast = 128,128,128
PalAdd      =   0,160,230
PalMul      =   1,1,1

[State a]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 4
y = -1

[State a]
type = Velmul
trigger1 = AnimElemTime(6) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(11) >= 0
y = 2

[State a]
type = Helper
trigger1 = AnimElem = 3
ID = 2211
name = "rock"
pos = 0,0
postype = p1
stateno = 2211
helpertype = Normal
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2210)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2211)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2210)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2211)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = !helper(20000),var(5) = 1
value = 3,20

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = helper(20000),var(5) = 1
value = 3,20
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,6

[State a]
type = HitDef
trigger1 = AnimElem = 4
attr              = S, HA
damage            = 50,0
animtype          = hard
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 12,17
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,9
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -2
air.type          = High
air.velocity      = -2,-5
air.hittime       = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.fall = 1
ID = 2210

[State a]
type = HitDef
trigger1 = AnimElem = 6
attr              = A, HA
damage            = 25,0
animtype          = hard
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -2
air.type          = High
air.velocity      = -2,-5
air.hittime       = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.fall = 1
ID = 2211

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2220

;---------------------
;地割れ
[Statedef 2211]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 2211
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State a]
type = varadd
trigger1 = time >= 30
v = 1
value = -16

[State a]
type = varadd
trigger1 = time >= 30
v = 2
value = 16

[State a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[State a]
type = PalFX
trigger1 = time = 0
trigger1 = root,Stateno = [2300,2360]
time = -1
add = 226,0,0

[State a]
type = AfterImage
trigger1 = time = 0
trigger1 = root,Stateno = [2300,2360]
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   = 256,  0,  0
PalContrast = 128,128,128
PalAdd      = 160,  0,  0
PalMul      =   1,1,1

[State a]
type = velset
trigger1 = animelem = 5,>=0
y = -0.5

[State a]
type = DestroySelf
trigger1 = var(1) <= 0

;-------------------------
;ダンシズ＆ドラゴンズ！着地
[Statedef 2220]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 2220
sprpriority = 2

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

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2230

;----------------------------
;ダンシズ＆ドラゴンズ！昇竜２回目
[Statedef 2230]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2230
poweradd = 0
sprpriority = 2

[State a]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 4
y = -1

[State a]
type = Velmul
trigger1 = AnimElemTime(6) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(11) >= 0
y = 2

[State a]
type = Helper
trigger1 = AnimElem = 3
ID = 2211
name = "rock"
pos = 0,0
postype = p1
stateno = 2211
helpertype = Normal
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2230)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2231)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2230)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2231)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,6

[State a]
type = HitDef
trigger1 = AnimElem = 3
attr              = S, HA
damage            = 50,0
animtype          = hard
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 12,17
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,9
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -2,0
air.type          = High
air.velocity      = -2,-5
air.hittime       = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.fall = 1
ID = 2230

[State a]
type = HitDef
trigger1 = AnimElem = 5
attr              = A, HA
damage            = 25,0
animtype          = hard
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -2,0
air.type          = High
air.velocity      = -2,-5
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.fall = 1
ID = 2231

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2240

;---------------------
;ダンシズ＆ドラゴンズ！着地
[Statedef 2240]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 2220
sprpriority = 2

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

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2250

;---------------------------
;ダンシズ＆ドラゴンズ！昇竜ラスト
[Statedef 2250]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2250
poweradd = 0
sprpriority = 2

[State a]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 4
y = -7

[State a]
type = VelSet
trigger1 = AnimElemTime(19) = 0
x = 0

[State a]
type = Velmul
trigger1 = AnimElemTime(5) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(19) >= 0
y = .70

[State a]
type = Helper
trigger1 = AnimElem = 3
ID = 2211
name = "rock"
pos = 0,0
postype = p1
stateno = 2211
helpertype = Normal
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
triggerall = var(7) = 3
triggerall = numtarget(2252) || numtarget(2253)
trigger1 = target,stateno = [5000,5099]
id = 6900
name = "H-effect1"
pos = ceil(10*const(size.xscale)),ceil(-140*const(size.yscale))
postype = p1
stateno = 6900
helpertype = normal
pausemovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
triggerall = var(7) = 3
triggerall = numtarget(2252) || numtarget(2253)
trigger1 = target,stateno = [5000,5099]
id = 6901
name = "H-effect2"
pos = ceil(10*const(size.xscale)),ceil(-140*const(size.yscale))
postype = p1
stateno = 6901
helpertype = normal
pausemovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numtarget(2250)
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numtarget(2252)
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2250)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2251)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2252)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2250)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2251)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2252)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = !helper(20000),var(5) = 1
value = 3,21

[State a]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = helper(20000),var(5) = 1
value = 3,21
channel = 0

[State a]
type = HitDef
trigger1 = AnimElem = 3
attr              = S, HA
damage            = 50,0
animtype          = up
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -3,-9
air.type          = High
air.velocity      = -3,-9
air.hittime       = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 2250

[State a]
type = HitDef
trigger1 = AnimElem = 4
attr              = S, HA
damage            = 50,0
animtype          = up
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -3,-9
air.type          = High
air.velocity      = -3,-9
air.hittime       = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 2251

[State a]
type = HitDef
trigger1 = AnimElem = 5
attr              = A, HA
damage            = 25,0
animtype          = up
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -3,-20;-3,-9
air.type          = High
air.velocity      = -3,-20;-3,-9
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 2252

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2260

;-------------------------
;ダンシズ＆ドラゴンズ！着地
[Statedef 2260]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 2260
sprpriority = 2

[state a]
type = afterimagetime
trigger1 = Time = 0
time = 0

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

[State a]
type = Explod
trigger1 = Time = 0
anim = 6040
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1
ID = 6040

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 6,4

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

;--------------------------
;ダンシズ＆ドラゴンズ！SP始動
[Statedef 2300]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2300
poweradd = -3000
sprpriority = 2

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

[state a]
type = Pause
trigger1 = Time = 0
time = 128
movetime = 128
anim = -1

[State a]
type = varset
trigger1 = AnimElem = 2
v = 12
value = 128

[State a]
type = varset
trigger1 = AnimElem = 2
v = 13
value = 128

[State a]
type = varset
trigger1 = AnimElem = 2
v = 14
value = 0

[State a]
type = varadd
trigger1 = time >= 121 && time <= 128
v = 12
value = -16

[State a]
type = varadd
trigger1 = time >= 121 && time <= 128
v = 13
value = 16

[State a]
type = varadd
trigger1 = time >= 121 && time <= 128
v = 14
value = 32

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),0,0
mul = var(13),var(14),var(14)
invertall = 0

[state a]
type = Helper
trigger1 = Time = 0
id = 6910
name = "H-effect3"
pos = ceil(5*const(size.xscale)),ceil(-110*const(size.yscale))
postype = p1
stateno = 6910
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Helper
trigger1 = AnimElem = 20
ID = 9000
name = "cut"
pos = -60,-220
postype = back
stateno = 9000
helpertype = Normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 3,19

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 3,19
channel = 0

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2310

;----------------------------
;ダンシズ＆ドラゴンズ！SP昇竜１回目
[Statedef 2310]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2210
poweradd = 0
sprpriority = 2

[State a]
type = varset
trigger1 = time = 0
v = 13
value = 0

[state a]
type = NotHitBy 
trigger1 = AnimElem = 6,<=0
value = SCA

[State a]
type = AfterImage
trigger1 = time = 0
time = -1
trans = add1
timegap = 2
framegap = 2
length = 5
PalBright   = 256,  0,  0
PalContrast = 128,128,128
PalAdd      = 160,  0,  0
PalMul      =   1,1,1

[State a]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 4
y = -1

[State a]
type = Velmul
trigger1 = AnimElemTime(6) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(11) >= 0
y = 2

[State a]
type = Helper
trigger1 = AnimElem = 3
ID = 2211
name = "rock"
pos = 10,10
postype = p1
stateno = 2211
helpertype = Normal
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2310)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2311)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2310)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2311)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = !helper(20000),var(5) = 1
value = 3,20

[State a]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = helper(20000),var(5) = 1
value = 3,20
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,6

[State a]
type = HitDef
trigger1 = AnimElem = 4
attr              = S, HA
damage            = 75,0
animtype          = hard
getpower          = 90,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 12,17
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,9
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -2
air.type          = High
air.velocity      = -2,-3
air.hittime       = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.fall = 1
ID = 2310

[State a]
type = HitDef
trigger1 = AnimElem = 6
attr              = A, HA
damage            = 50,0
animtype          = hard
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -2
air.type          = High
air.velocity      = -2,-3
air.hittime       = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.fall = 1
ID = 2311

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2320

;------------------------
;ダンシズ＆ドラゴンズ！SP着地
[Statedef 2320]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 2220
sprpriority = 2

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

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2330

;----------------------------
;ダンシズ＆ドラゴンズ！SP昇竜２回目
[Statedef 2330]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2230
poweradd = 0
sprpriority = 2

[state a]
type = NotHitBy 
trigger1 = AnimElem = 6,<=0
value = SCA

[State a]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 4
y = -1

[State a]
type = Velmul
trigger1 = AnimElemTime(6) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(11) >= 0
y = 2

[State a]
type = Helper
trigger1 = AnimElem = 3
ID = 2211
name = "rock"
pos = 10,10
postype = p1
stateno = 2211
helpertype = Normal
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2330)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2331)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2330)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2331)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,6

[State a]
type = HitDef
trigger1 = AnimElem = 3
attr              = S, HA
damage            = 75,0
animtype          = hard
getpower          = 90,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 12,17
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,9
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -2,0
air.type          = High
air.velocity      = -2,-3
air.hittime       = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.fall = 1
ID = 2330

[State a]
type = HitDef
trigger1 = AnimElem = 5
attr              = A, HA
damage            = 50,0
animtype          = hard
getpower          = 60,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -2,0
air.type          = High
air.velocity      = -2,-3
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.fall = 1
ID = 2331

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2340

;-------------------------
;ダンシズ＆ドラゴンズ！SP着地
[Statedef 2340]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 2220
sprpriority = 2

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

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 2350

;-------------------------
;ダンシズ＆ドラゴンズ！SP昇竜ラスト
[Statedef 2350]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2350
poweradd = 0
sprpriority = 2

[state a]
type = NotHitBy 
trigger1 = AnimElem = 5,<=0
value = SCA

[State a]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A

[State a]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 4
y = -7

[State a]
type = VelSet
trigger1 = AnimElemTime(19) = 0
x = 0

[State a]
type = Velmul
trigger1 = AnimElemTime(5) = 0
x = 0.95

[State a]
type = Veladd
trigger1 = AnimElemTime(19) >= 0
y = .50

[State a]
type = Helper
trigger1 = AnimElem = 3
ID = 2211
name = "rock"
pos = 10,10
postype = p1
stateno = 2211
helpertype = Normal
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemTime(22) = 0
id = 6900
name = "H-effect1"
pos = ceil(10*const(size.xscale)),ceil(-70*const(size.yscale))
postype = p1
stateno = 6900
helpertype = normal
pausemovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numtarget(2350)
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = movehit
trigger1 = numtarget(2352)
id = 252
name = "fire"
pos = 0,0
postype = p1
stateno = 252
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2350)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2351)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = var(7) = 3
triggerall = numtarget(2352)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2350)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2351)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
triggerall = numtarget(2352)
trigger1 = moveguarded
anim = 6600
postype = p1
pos = floor(p2dist x/2 +20),-90
sprpriority = 2
persistent = 0
ignorehitpause = 1
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = !helper(20000),var(5) = 1
value = 3,21

[State a]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = helper(20000),var(5) = 1
value = 3,21
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 22
trigger2 = AnimElem = 25
value = 0,16

[State a]
type = HitDef
trigger1 = AnimElem = 2
attr              = S, HA
damage            = 75,0
animtype          = up
getpower          = 90,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -3,-9
air.type          = High
air.velocity      = -3,-9
air.hittime       = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 2350

[State a]
type = HitDef
trigger1 = AnimElem = 3
attr              = S, HA
damage            = 75,0
animtype          = up
getpower          = 90,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -3,-11
air.type          = High
air.velocity      = -3,-11
air.hittime       = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 2351

[State a]
type = HitDef
trigger1 = AnimElem = 5
attr              = A, HA
damage            = 25,0
animtype          = up
getpower          = 30,0
givepower         = 16,0
hitflag           = MAF
guardflag         = M
priority          = 5,Hit
pausetime         = 7,11
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s8,2
hitsound          = s8,11
ground.type       = High
ground.slidetime  = 22
ground.hittime    = 22
ground.velocity   = -3,-24;-3,-11
air.type          = High
air.velocity      = -3,-24;-3,-11
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
palfx.color = 60
palfx.add = 100,40,50
palfx.mul = 90,50,40
palfx.time = 60
ID = 2352

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2360

;------------------------
;ダンシズ＆ドラゴンズ！SP着地
[Statedef 2360]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 2260
sprpriority = 2

[state a]
type = afterimagetime
trigger1 = Time = 0
time = 0

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

[State a]
type = Explod
trigger1 = Time = 0
anim = 6040
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = -1
ownpal = 1
IgnoreHitPause = 1
ID = 6040

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 6,4

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

;-----------------------
;愛しの英雄
[Statedef 3000]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3000
poweradd = 0
sprpriority = 2

[state a]
type = NotHitBy 
trigger1 = AnimElem = 5,>=0 && AnimElem = 66,<=0
value = SCA

[state a]
type = Pause
trigger1 = AnimElem = 6
time = 150;115
movetime = 150;115
anim = -1

[state a]
type = PowerAdd
trigger1 = AnimElem = 6
value = -1000

[State a]
type = varadd
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(6) < 16
v = 12
value = -4

[State a]
type = varadd
trigger1 = AnimElemTime(42) > 0 && AnimElemTime(42) < 24
v = 13
value = 8

[State a]
type = varset
trigger1 = AnimElem = 60
v = 12
value = 0

[State a]
type = varset
trigger1 = AnimElem = 60
v = 13
value = 0

[State a]
type = BGPalFX
trigger1 = AnimElem = 42,<=0
time = -1
add = var(12),var(12),var(12)
invertall = 0

[State a]
type = BGPalFX
trigger1 = AnimElemTime(42) > 0 && AnimElemTime(42) < 24
time = -1
add = var(13),0,0
mul = var(13),0,0
invertall = 0

[State a]
type = BGPalFX
trigger1 = AnimElem = 60
time = -1
add = 0,0,0
invertall = 0

[state a]
type = Pause
trigger1 = AnimElem = 28
time = 120
movetime = 120
anim = -1

[state a]
type = velset
trigger1 = AnimElem = 29
x = -7

[state a]
type = velset
trigger1 = AnimElem = 40
x = 0

[state a]
type = velmul
trigger1 = AnimElem = 31,>=0
x = 0.85

[state a]
type = Helper
trigger1 = var(0) = 0
trigger1 = AnimElem = 57
id = 3010
name = "au"
pos = 100,-500
postype = p1
stateno = 3010
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1

[state a]
type = Helper
trigger1 = var(0) = 1
trigger1 = AnimElem = 57
id = 3010
name = "au"
pos = 0,-500
postype = p2
stateno = 3010
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1

[State a]
type = Explod
trigger1 = animelem = 29
anim = 6020
postype = p1
pos = 20,0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 6020

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 7,8

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 3,13

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 3,13
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 29
value = 6,1

[State a]
type = PlaySnd
trigger1 = AnimElem = 42
value = 0,15

[State a]
type = PlaySnd
trigger1 = AnimElem = 42
trigger1 = !helper(20000),var(5) = 1
value = 3,14

[State a]
type = PlaySnd
trigger1 = AnimElem = 42
trigger1 = helper(20000),var(5) = 1
value = 3,14
channel = 0

[State a]
type = PlaySnd
trigger1 = AnimElem = 66
trigger1 = !helper(20000),var(5) = 1
value = 3,15

[State a]
type = PlaySnd
trigger1 = AnimElem = 66
trigger1 = helper(20000),var(5) = 1
value = 3,15
channel = 0

[State a]
type = ChangeState
trigger1 = winko
trigger1 = AnimElem = 65
value = 3001

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

;------------------
;愛しの英雄KO
[Statedef 3001]
type     = S
movetype = I
physics  = N
ctrl     = 1
velset   = 0,0

[State a]
type = Changeanim
trigger1 = Time = 0
value = 3001

[state a]
type = NotHitBy 
trigger1 = 1
value = SCA

;------------------------
;愛しの英雄KOセリフ
[Statedef 3002]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3002
poweradd = 0
sprpriority = 2

[State a]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

[state a]
type = NotHitBy
trigger1 = 1
value = SCA

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = helper(20000),var(5) = 1
value = 3,24
channel = 0

;-----------------------
;竜殺し登場
[Statedef 3010]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3010
poweradd = 0
sprpriority = 2

[state a]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 3010
time = -1
ignorehitpause = 1

[state a]
type = velset
trigger1 = 1
trigger1 = root,var(0) = 0
y = 20

[state a]
type = velset
trigger1 = 1
trigger1 = root,var(0) = 1
y = 40

[State a]
type = HitDef
trigger1 = time = 0
attr              = S, HA
damage            = 300,30
animtype          = hard
getpower          = 360,0
givepower         = 16,0
hitflag           = MAFD
guardflag         = H
priority          = 7,Hit
pausetime         = 17,17
sparkno           = -1
sparkxy           = -10,-76
guard.sparkno     = -1
hitsound          = s0,9
guardsound        = s8,11
ground.type       = High
ground.slidetime  = 11
ground.hittime    = 11
ground.velocity   = -1,-11
air.type          = High
air.velocity      = -1,-11
air.hittime       = 11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
id = 3010

[state a]
type = Explod
trigger1 = movehit
trigger1 = numtarget(3010)
trigger1 = target,stateno = [5000,5099]
anim = 6520
postype = p1
pos = 40,0
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[state a]
type = Explod
trigger1 = moveguarded
anim = 6600
postype = p2
pos = 0,-80
sprpriority = 2
persistent = 0
ignorehitpause = 1
pausemovetime = 99999
facing = 1
ownpal = 1
scale = 0.5,0.5

[State a]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3011

;--------------------
;竜殺しサラダバー
[Statedef 3011]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3011
poweradd = 0
sprpriority = 2

[state a]
type = PosSet
trigger1 = Time = 0
y = 0

[state a]
type = VelSet
trigger1 = Time = 0
y = 0

[state a]
type = velset
trigger1 = animelem = 24
x = -17
y = -11

[state a]
type = Helper
trigger1 = AnimElem = 1
id = 3012
name = "dust"
pos = -110,10
postype = p1
stateno = 3012
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 1
id = 3012
name = "dust"
pos = 150,10
postype = p1
stateno = 3012
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = -1
size.xscale = 1
size.yscale = 1

[State a]
type = Explod
trigger1 = AnimElem = 1
anim = 3013
postype = p1
pos = -10,10
scale = 1,1
sprpriority = 3
ownpal = 1
facing = -1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3013

[State a]
type = Explod
trigger1 = AnimElem = 1
anim = 3013
postype = p1
pos = 30,10
scale = 1,1
sprpriority = 3
ownpal = 1
facing = -1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3013

[State a]
type = Explod
trigger1 = AnimElem = 1
anim = 3013
postype = p1
pos = 70,10
scale = 1,1
sprpriority = 3
ownpal = 1
facing = -1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3013

[State a]
type = Explod
trigger1 = AnimElem = 11
anim = 3014
postype = p1
pos = 0+(Random%50),-100+(Random%50)
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3014
vel = 0,-1

[State a]
type = Explod
trigger1 = AnimElem = 11
anim = 3014
postype = p1
pos = 0+(Random%50),-100+(Random%50)
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3014
vel = 0,-1

[State a]
type = Explod
trigger1 = AnimElem = 13
anim = 3014
postype = p1
pos = 20+(Random%50),-80+(Random%50)
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3014
vel = 0,-1

[State a]
type = Explod
trigger1 = AnimElem = 13
anim = 3014
postype = p1
pos = -20+(Random%50),-80+(Random%50)
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3014
vel = 0,-1

[State a]
type = Explod
trigger1 = AnimElem = 15
anim = 3014
postype = p1
pos = 40+(Random%50),-60+(Random%50)
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3014
vel = 0,-1

[State a]
type = Explod
trigger1 = AnimElem = 15
anim = 3014
postype = p1
pos = -40+(Random%50),-60+(Random%50)
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3014
vel = 0,-1

[State a]
type = Explod
trigger1 = AnimElem = 17
anim = 3014
postype = p1
pos = 60+(Random%50),-40+(Random%50)
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = 1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3014
vel = 0,-1

[State a]
type = Explod
trigger1 = AnimElem = 17
anim = 3014
postype = p1
pos = -60+(Random%50),-40+(Random%50)
scale = 0.5,0.5
sprpriority = 3
ownpal = 1
facing = -1
pausemovetime = 99999
IgnoreHitPause = 1
ID = 3014
vel = 0,-1

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,6

[State a]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,14

[State a]
type = PlaySnd
trigger1 = AnimElem = 24
value = 6,3

[State a]
type = ChangeState
trigger1 = AnimElem = 22
trigger1 = root,stateno = [3001,3002]
value = 3015

[State a]
type = DestroySelf
trigger1 = backedgedist <= -50
trigger2 = time = 200

;--------------------
;リーブアタック_噴射
[Statedef 3012]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 3012
sprpriority = 3

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State a]
type = PalFX
trigger1 = 1;time = 0
time = -1
add = -255,-255,-255

[State a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[State a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State a]
type = varadd
trigger1 = time = [0,27]
v = 1
value = -8

[State a]
type = varadd
trigger1 = time = [0,27]
v = 2
value = 8

[State a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),var(2)

[State a]
type = DestroySelf
trigger1 = animtime = 0

;-----------------------
;竜殺し待機
[Statedef 3015]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3015
poweradd = 0
sprpriority = 2

[state a]
type = DestroySelf
trigger1 = Numhelper(7000) = 1

;------------------------
;己のターン！
[Statedef 4000]
type     = S
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 4000
poweradd = -1000
sprpriority = 2

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

[state a]
type = Pause
trigger1 = Time = 0
time = 91
movetime = 91
anim = -1

[State a]
type = varadd
trigger1 = time = 0
v = 0
value = 1

[State a]
type = varset
trigger1 = var(0) > 1
v = 0
value = 0

[State a]
type = varset
trigger1 = AnimElem = 3
v = 12
value = -256

[State a]
type = varadd
trigger1 = time >= 84 && time <= 91
v = 12
value = 32

[State a]
type = BGPalFX
trigger1 = 1
time = -1
add = var(12),var(12),var(12)
invertall = 0

[state a]
type = Helper
trigger1 = AnimElem = 2
id = 6910
name = "H-effect3"
pos = ceil(5*const(size.xscale)),ceil(-110*const(size.yscale))
postype = p1
stateno = 6910
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = Helper
trigger1 = AnimElem = 4
ID = 9000
name = "cut"
pos = -60,-220
postype = back
stateno = 9000
helpertype = Normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElem = 8
id = 6900
name = "H-effect1"
pos = ceil(5*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
stateno = 6900
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[state a]
type = Helper
trigger1 = AnimElemTime(8) = 5
id = 6901
name = "H-effect2"
pos = ceil(5*const(size.xscale)),ceil(-80*const(size.yscale))
postype = p1
stateno = 6901
helpertype = normal
pausemovetime = 99999
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1

[State a]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = !helper(20000),var(5) = 1
value = 3,16

[State a]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = helper(20000),var(5) = 1
value = 3,16
channel = 0

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

