;--------------------------------------------
[Statedef 1010]
Anim = 6011
SprPriority = 99999

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA

[State -1]
type = AngleDraw
trigger1 = 1
Value = 25

[State -1]
type = BindToParent
trigger1 = 1
Pos = 10,-10

[State -1]
type = AssertSpecial
trigger1 = 1
Flag = Noshadow

[State -1]
type = Trans
trigger1 = 1
Trans = Add

[State -1]
type = DestroySelf
trigger1 = Parent,movetype = H
trigger2 = Parent,StateNo = 65
;--------------------------------------------
[Statedef 1011]
Anim = 6010
movetype = A
SprPriority = 99999

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 2.5,2.5

[State -1]
type = Explod
trigger1 = time = 0
Anim = 6013
ID = 6013
PosType = P1
Pos = 0,10
ownpal = 1
SprPriority = 9999

[State -1]
type = Explod
trigger1 = time = 0
Anim = 6013
ID = 6013
PosType = P1
Pos = 10,10
ownpal = 1
Vel = 4,0
accel = -0.1,0
SprPriority = 9999

[State -1]
type = Explod
trigger1 = time = 0
Anim = 6013
ID = 6013
PosType = P1
Pos = -10,10
Vel = -4,0
accel = 0.1,0
ownpal = 1
SprPriority = 9999

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 6013
Scale = (0.1*time)/2,(0.1*time)/2

[State -1]
type = AssertSpecial
trigger1 = 1
Flag = Noshadow

[State -1]
type = Trans
trigger1 = 1
Trans = Add

[State -1]
type = HitDef
triggerall = Parent,Var(18) = 0
trigger1 = time = 0
attr = S, NA
damage    = floor((Parent,FVar(20)*400)/10), 4
animtype = hard
air.animtype = hard
getpower = 30, 30
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 0
guard.slidetime = 32
guard.hittime = 32
guard.ctrltime = 32
guard.velocity = -8
numhits = 1
hitsound = s200,3
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 33
ground.hittime  = 33
ground.velocity = 0,10
airguard.velocity = -2,-4
air.velocity = 0,10
fall = 1
fall.recovertime = floor(60*Parent,FVar(20))
Guard.Kill = 0
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = ParentVarSet
trigger1 = movehit
FV = 20
Value = Parent,FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = TargetState
trigger1 = NumTarget
trigger1 = MoveHit = 1
Value = 5402
ignorehitpause = 1

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 9
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 9
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(30+(-30+P2Dist x)*0.5),0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 9
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = DestroySelf
trigger1 = AnimTime = 0
;--------------------------------------------
[Statedef 1012]
type = C
Anim = 6012
movetype = A
SprPriority = 99999

[State -1]
type = NotHitBy
trigger1 = 1
Value = , NT, ST, HT ,NA, SA, HA

[State -1]
type = HitOverride
trigger1 = 1
attr = SCA ,AA ,AT ,AP
slot = 1
stateno = 6080

[State -1]
type = VelSet
trigger1 = 1
X = 4

[State -1]
type = AssertSpecial
trigger1 = 1
Flag = Noshadow

[State -1]
type = Trans
trigger1 = 1
Trans = Add

[State -1]
type = VarSet
trigger1 = (EnemyNear,MoveType != H)+(EnemyNear,StateNo = [120,155])+(EnemyNear,StateNo = 5300)+(EnemyNear,Alive !)
	
V = 18
Value = 0
IgnoreHitPause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
triggerall = (EnemyNear,Alive)*(Time>=EnemyNear,GetHitVar(Fall.RecoverTime))*(EnemyNear,StateType=A)*(EnemyNear,MoveType=H)
trigger1   = (EnemyNear,CanRecover)*(EnemyNear,StateNo !=[120,155])*(EnemyNear,StateNo !=5300)
V = 18
Value = 1
IgnoreHitPause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
triggerall = (EnemyNear,Name!="youmu_konpaku")*(EnemyNear,Name!="Yakumo Yukari")*(EnemyNear,Name!="Alice_Margatroid")*(EnemyNear,Name!="Alice Margatroid")*(EnemyNear,Name!="Hong Meirin")*(EnemyNear,Name!="Sakuya Izayoi")
triggerall = (EnemyNear,Name!="youmu konpaku")*(EnemyNear,Name!="Yukari Yakumo")*(EnemyNear,Name!="Reimu Hakurei")*(EnemyNear,Name!="Remilia_Scarlet")*(EnemyNear,Name!="Yuyuko Saigyouji")
triggerall = (EnemyNear,Name!="Yuyuko Saigyouji & Youmu Konpaku")*(EnemyNear,Name!="Marisa Kirisame")*(EnemyNear,Name!="Aya Syameimaru")*(EnemyNear,Name!="Suika Ibuki")*(EnemyNear,Name!="Patchouli")
triggerall = (EnemyNear,Name!="Patchouli Knowledge")
triggerall = P2StateNo != [120,155]
triggerall = EnemyNear,AnimTime <= 40
trigger1 = (EnemyNear,Vel X>=EnemyNear,Const(velocity.run.fwd.x)-0.1)
trigger2 = (EnemyNear,Vel Y<=EnemyNear,Const(velocity.jump.y)-0.1)
trigger3 = P2StateNo=[100,119]
V = 59
Value = 1

[State -1]
type = VarSet
trigger1 = P2StateNo = [120,155]
trigger2 = EnemyNear,AnimTime >= 40
trigger3 = (EnemyNear,Vel X<=EnemyNear,Const(velocity.run.fwd.x)-0.1)*(P2StateNo!=[100,119])
trigger4 = (EnemyNear,Vel Y>=EnemyNear,Const(velocity.jump.y)-0.1)*(P2StateType=A)
trigger5 = P2StateNo!=[100,119]
V = 59
Value = 0

[State -1]
type = hitdef
triggerall = Var(59) = 0
triggerall = Var(18)=0
trigger1 = time = 0
attr = C, NP
damage    = floor((Parent,FVar(20)*400)/10), 4
animtype = hard
air.animtype = hard
getpower = 20, 20
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 0
guard.slidetime = 32
guard.hittime = 32
guard.ctrltime = 32
guard.velocity = -8
numhits = 1
guardsound = s250,0
ground.type = high
air.type = high
ground.slidetime = 33
ground.hittime  = 33
ground.velocity = 0,10
airguard.velocity = -2,-4
air.velocity = 0,10
fall = 1
fall.recovertime = floor(40*Parent,FVar(20))
Guard.Kill = 0
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = ParentVarSet
trigger1 = movehit
FV = 20
Value = Parent,FVar(20)*0.95
ignorehitpause = 1
persistent = 0

[State -1]
type = ParentVarSet
trigger1 = movehit = 1
V = 11
Value = 1

[State -1]
type = PlaySnd
trigger1 = MoveHit = 1
Value = s200,3

[State -1]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = !Target,IsHelper
Value = 5402
ignorehitpause = 1

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(30+(-30+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5)
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 9
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(30+(-30+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5)
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 9
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(30+(-30+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5)
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 9
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = ChangeState
trigger1 = Parent,StateNo = [5020,5110]
Value = 15704

[State -1]
type = DestroySelf
trigger1 = ScreenPos X > 340
trigger2 = ScreenPos X < -30

[State -1]
type = ChangeState
trigger1 = movecontact
Value = 6080
ignorehitpause = 1
;--------------------------------------------
[Statedef 1013]
Anim = 7700

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA

[State -1]
type = Explod
trigger1 = time = 0
Anim = 6013
ID = 6013
PosType = P1
Pos = 0,10
ownpal = 1
SprPriority = 9999

[State -1]
type = Explod
trigger1 = time = 0
Anim = 6013
ID = 6013
PosType = P1
Pos = 10,10
ownpal = 1
Vel = 4,0
accel = -0.1,0
SprPriority = 9999

[State -1]
type = Explod
trigger1 = time = 0
Anim = 6013
ID = 6013
PosType = P1
Pos = -10,10
Vel = -4,0
accel = 0.1,0
ownpal = 1
SprPriority = 9999

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 6013
Scale = (0.1*time)/2,(0.1*time)/2

[State -1]
type = Trans
trigger1 = 1
Trans = AddAlpha
Alpha = 256 - (Time*14), 128 + (Time*14)

[State -1]
type = AssertSpecial
trigger1 = 1
Flag = NoShadow

[State -1]
type = VarAdd
trigger1 = 1
FV = 0
Value = 0.02

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 2+FVar(0),0.25+FVar(0)

[State -1]
type = DestroySelf
trigger1 = AnimTime = 0
;--------------------------------------------
[Statedef 1020]
Anim = 7700
SprPriority = 9999

[State -1]
type = SprPriority
trigger1 = 1
Value = 9999

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

[State -1]
type = AssertSpecial
trigger1 = 1
Flag = Noshadow
ignorehitpause = 1

[State -1]
type = Trans
trigger1 = 1
Trans = AddAlpha
Alpha = 256 - (Time * 7),256
ignorehitpause = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 10,50

[State -1]
type = VarSet
trigger1 = time = 0
V = 0
Value = Var(0)/100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = -180,180

[State -1]
type = VarAdd
trigger1 = 1
FV = 2
Value = 0.075

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5+FVar(2),Var(0)+FVar(2)
Value = Var(1)

[State -1]
type = BindToParent
trigger1 = 1
Pos = 0,-50
time = -1
ignorehitpause = 1

[State -1]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Var(7) = 1
;--------------------------------------------
[Statedef 6070]
Anim = 6070
SprPriority = 99999
ctrl = 0

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = BindToParent
trigger1 = Parent,StateNo = 730 || Parent,StateNo = 732
trigger1 = Time <= 29
Pos = -80,-30

[State -1]
type = Destroyself
trigger1 = Animtime = 0

[State -1]
type = ChangeState
trigger1 = Parent,Movetype = H
trigger2 = (Parent,StateNo!=730)*(Parent,StateNo!=732)
Value = 6073
;--------------------------------------------
[Statedef 6071]
Anim = 6070
SprPriority = 99999
ctrl = 0

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = AngleDraw
trigger1 = 1
Value = 50

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = BindToParent
trigger1 = Parent,StateNo = 731
trigger1 =  Time <= 29
Pos = -68,27

[State -1]
type = Destroyself
trigger1 = Animtime = 0

[State -1]
type = ChangeState
trigger1 = Parent,Movetype = H
trigger2 = Parent,StateNo != 731
Value = 6073
;--------------------------------------------
[Statedef 6072]
Anim = 6070
SprPriority = 99999
ctrl = 0

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = AngleDraw
trigger1 = 1
Value = -40

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = BindToParent
trigger1 = Parent,StateNo = 733
trigger1 =  Time <= 29
Pos = -50,-94

[State -1]
type = Destroyself
trigger1 = Animtime = 0

[State -1]
type = ChangeState
trigger1 = Parent,Movetype = H
trigger2 = Parent,StateNo != 733
Value = 6073
;--------------------------------------------
[Statedef 6073]
Anim = 6072

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = AngleDraw
trigger1 = PrevStateNo = 6071
Value = 50

[State -1]
type = AngleDraw
trigger1 = PrevStateNo = 6072
Value = -40

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = Destroyself
trigger1 = Animtime = 0
;--------------------------------------------
[Statedef 7100]
Anim = 7000
SprPriority = 7

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = VarAdd
trigger1 = time >= 16
V = 0
Value = 24

[State -1]
type = Trans
trigger1 = 1
Trans = AddAlpha
Alpha = 256 - Var(0),256

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,1

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = BindToParent
trigger1 = (Root,StateNo=[150,151])
Pos = 10,7

[State -1]
type = BindToParent
trigger1 = (Root,StateNo=[152,153])
Pos = 13,30

[State -1]
type = BindToParent
trigger1 = (Root,StateNo=[154,155])
Pos = 15,17

[State -1]
type = DestroySelf
trigger1 = AnimTime=0
;--------------------------------------------
[Statedef 7720]
Anim = 7720
SprPriority = 7

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = Trans
trigger1 = 1
Trans = Add

[State -1]
type = BindToParent
trigger1 = 1
Pos = -5,5

[State -1]
type = Helper
trigger1 = time%6 = 0
StateNo = 7725
ID = 7725
Pos = 0,0
PosType = P1
OwnPal = 1
KeyCtrl = 0

[State -1]
type = AssertSpecial
trigger1 = 1
Flag = NoShadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,0.5

[State -1]
type = AngleAdd
trigger1 = 1
Value = -15

[State -1]
type = ChangeState
trigger1 = time = 60
trigger2 = Parent,StateNo != 735
Value = 7724
;--------------------------------------------
[Statedef 7722]
Anim = 6011
movetype = A
SprPriority = 9

[State -1]
type = SprPriority
trigger1 = 1
Value = 9999

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = , NT, ST, HT ,NA, SA, HA
Time     = -1

[State -1]
type = trans
trigger1 = 1
trans = add

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = VarSet
trigger1 = Time = 0
V = 0
Value = IfElse(Parent,Command="holdfwd",-135,-45)

[State -1]
type = VarSet
trigger1 = time = 0
trigger1 = Parent,Command="up"
trigger1 = Parent,Command!="holdfwd"
trigger1 = Parent,Command!="holdback"
V = 0
Value = -90

[State -1]
type = VarSet
trigger1 = Time = 0
V = 1
Value = IfElse(Var(0)=-45,45,-45)

[State -1]
type = VarSet
trigger1 = time = 0
trigger1 = Parent,Command="up"
trigger1 = Parent,Command!="holdfwd"
trigger1 = Parent,Command!="holdback"
V = 1
Value = 0

[State -1]
type = AngleDraw
trigger1 = 1
Value = Var(1)

[State -1]
type = VelSet
trigger1 = time = 0
X = Cos(Var(0)*Pi/180)*7
Y = -Sin(Var(0)*Pi/180)*7

[State -1]
type = HitOverride
trigger1 = 1
attr = SCA ,AA ,AT ,AP
slot = 1
stateno = 6080

[State -1]
type = VarSet
trigger1 = (EnemyNear,MoveType != H)+(EnemyNear,StateNo = [120,155])+(EnemyNear,StateNo = 5300)+(EnemyNear,Alive !)
	
V = 18
Value = 0
IgnoreHitPause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
triggerall = (EnemyNear,Alive)*(Time>=EnemyNear,GetHitVar(Fall.RecoverTime))*(EnemyNear,StateType=A)*(EnemyNear,MoveType=H)
trigger1   = (EnemyNear,CanRecover)*(EnemyNear,StateNo !=[120,155])*(EnemyNear,StateNo !=5300)
V = 18
Value = 1
IgnoreHitPause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
triggerall = (EnemyNear,Name!="youmu_konpaku")*(EnemyNear,Name!="Yakumo Yukari")*(EnemyNear,Name!="Alice_Margatroid")*(EnemyNear,Name!="Alice Margatroid")*(EnemyNear,Name!="Hong Meirin")*(EnemyNear,Name!="Sakuya Izayoi")
triggerall = (EnemyNear,Name!="youmu konpaku")*(EnemyNear,Name!="Yukari Yakumo")*(EnemyNear,Name!="Reimu Hakurei")*(EnemyNear,Name!="Remilia_Scarlet")*(EnemyNear,Name!="Yuyuko Saigyouji")
triggerall = (EnemyNear,Name!="Yuyuko Saigyouji & Youmu Konpaku")*(EnemyNear,Name!="Marisa Kirisame")*(EnemyNear,Name!="Aya Syameimaru")*(EnemyNear,Name!="Suika Ibuki")*(EnemyNear,Name!="Patchouli")
triggerall = (EnemyNear,Name!="Patchouli Knowledge")
triggerall = P2StateNo != [120,155]
triggerall = AnimTime <= 40
trigger1 = (EnemyNear,Vel X>=EnemyNear,Const(velocity.run.fwd.x)-0.1)
trigger2 = (EnemyNear,Vel Y<=EnemyNear,Const(velocity.jump.y)-0.1)
trigger3 = P2StateNo=[100,119]
V = 59
Value = 1

[State -1]
type = VarSet
trigger1 = P2StateNo = [120,155]
trigger2 = AnimTime >= 40
trigger3 = (EnemyNear,Vel X<=EnemyNear,Const(velocity.run.fwd.x)-0.1)*(P2StateNo!=[100,119])
trigger4 = (EnemyNear,Vel Y>=EnemyNear,Const(velocity.jump.y)-0.1)*(P2StateType=A)
trigger5 = P2StateNo!=[100,119]
V = 59
Value = 0

[State -1]
type = hitdef
triggerall = Var(59) = 0
triggerall = Var(18) = 0
trigger1 = time = 0
attr = S,SP
damage    = floor((Parent,FVar(20)*800)/10), 5
animtype = high
getpower = 40,40
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
guard.slidetime = 16
guard.hittime = 16
guard.ctrltime = 16
guard.velocity = -6
numhits = 1
guardsound = s250,0
ground.type = high
air.type = high
ground.hittime = 17
ground.slidetime = 17
ground.velocity = -4,8
airguard.velocity =  -2,-4   
air.velocity = -4,8
fall = 1
fall.recovertime = floor(35*Parent,FVar(20))
Guard.Kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = ParentVarSet
trigger1 = movehit
FV = 20
Value = Parent,FVar(20)*0.90
ignorehitpause = 1
persistent = 0

[State -1]
type = Parentvarset
trigger1 = movehit = 1
v = 10
value = 1
ignorehitpause = 1
persistent = 0

[State -1]
type = VarRandom
trigger1 = 1
V = 40
Range = 0,14

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  Floor(50+(-50+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5) 
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(50+(-50+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5) 
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14600+Var(40)
ID = 14600
pos = Floor(50+(-50+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5) 
postype = p1
ownpal = 1
scale = 0.5,0.5
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14700+Var(41)
ID = 14700
pos = Floor(50+(-50+P2Dist x)*0.5),Floor(-50+(50+P2Dist Y)*0.5) 
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = ChangeState
trigger1 = Parent,StateNo = [5020,5110]
Value = 15704

[State -1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = MoveContact
Value = 6080
;--------------------------------------------
[Statedef 7724]
Anim = 7720
SprPriority = 7

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = Trans
trigger1 = 1
Trans = AddAlpha
Alpha = 256 - Time*16,256

[State -1]
type = AssertSpecial
trigger1 = 1
Flag = NoShadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5+(time*0.075),0.5+(time*0.075)

[State -1]
type = DestroySelf
trigger1 = time = 15
;--------------------------------------------
[Statedef 7725]
Anim = 7721
SprPriority = 8

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = Trans
trigger1 = 1
Trans = AddAlpha
Alpha = 130 - Time*13,256

[State -1]
type = AssertSpecial
trigger1 = 1
Flag = NoShadow

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = -40,40

[State -1]
type = VarRandom
trigger1  =time = 0
V = 1
Range = 0,4

[State -1]
type = VarSet
trigger1 = time = 0
FV = 1
Value = Var(1)/10

[State -1]
type = VarAdd
trigger1  = 1
FV = 2
Value = 0.1

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 2+FVar(2),(0.4-FVar(1))+FVar(2)
Value = Var(0)

[State -1]
type = DestroySelf
trigger1 = Animtime = 0
;=========================================================================
;霊アイテム化
;=========================================================================
;霊アイテム4つ
[Statedef 15700]
Anim = 8500

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = removeexplod
trigger1 = time = 0
ID = -1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(0)
ID = 15700
Pos = 0,0
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = DestroySelf
trigger1 = time = 1
;------------------------------------------------------------------------------
;霊アイテム3個
[Statedef 15701]
Anim = 8500

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = removeexplod
trigger1 = time = 0
ID = -1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 0,360

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15800
ID = 15800
Pos = 0,0
PosType = P1
Vel = Cos(Var(0)*pi/180)*3,-Sin(Var(0)*pi/180)*3
removetime = 12
SprPriority = 9999999
Scale = 0.4,0.4
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = 0,360

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15800
ID = 15800
Pos = 0,0
PosType = P1
Vel = Cos(Var(1)*pi/180)*3,-Sin(Var(1)*pi/180)*3
removetime = 12
SprPriority = 9999999
Scale = 0.4,0.4
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 2
Range = 0,360

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15800
ID = 15800
Pos = 0,0
PosType = P1
Vel = Cos(Var(2)*pi/180)*3,-Sin(Var(2)*pi/180)*3
removetime = 12
SprPriority = 9999999
Scale = 0.4,0.4
ownpal = 1

[State -1]
type = DestroySelf
trigger1 = time = 1
;------------------------------------------------------------------------------
;霊アイテム8個
[Statedef 15702]
Anim = 8500

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = removeexplod
trigger1 = time = 0
ID = -1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(0)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(1)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = DestroySelf
trigger1 = time = 1
;------------------------------------------------------------------------------
;霊アイテム20個
[Statedef 15703]
Anim = 8500

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = removeexplod
trigger1 = time = 0
ID = -1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(0)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(1)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 2
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(2)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 3
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(3)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 4
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(4)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = DestroySelf
trigger1 = time = 1
;------------------------------------------------------------------------------
;霊アイテム16個
[Statedef 15704]
Anim = 8500

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = removeexplod
trigger1 = time = 0
ID = -1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(0)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(1)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 2
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(2)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = VarRandom
trigger1 = time = 0
V = 3
Range = 0,13

[State -1]
type = Explod
trigger1 = time = 0
Anim = 15700+Var(3)
ID = 15700
Pos = 0,0
Random = 16,16
scale = 0.5,0.5
SprPriority = 99
PosType = P1
ownpal = 1

[State -1]
type = DestroySelf
trigger1 = time = 1
;--------------------------------------------
;ダッシュ波紋
[Statedef 8010]
ctrl = 0
Anim = 8500
velset = 0,0

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = Explod
trigger1 = time = 0
Anim = 8010
ID = 8010
pos = 4,0
Postype = P1
removetime = 10
OwnPal = 0
bindtime = -1
SprPriority = 7
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = time = 0
Anim = 8011
ID = 8011
pos = 0,0
Postype = P1
removetime = 10
OwnPal = 0
bindtime = -1
SprPriority = -7
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
FV = 1
Value = 0.02

[State 8010]
type = ModifyExplod
trigger1 = 1
ID = 8010
scale = 0.175+FVar(1),0.5+(FVar(1)*1.1)

[State 8010]
type = ModifyExplod
trigger1 = 1
ID = 8011
scale = 0.125+FVar(1),0.5+(FVar(1)*1.1)

[State -1]
type = VarSet
trigger1 = time = 0
V = 17
Value = 255

[State -1]
type = VarSet
trigger1 = time = 0
V = 18
Value = 255

[State -1]
type = VarAdd
trigger1 = 1
V = 17
Value = -6

[State -1]
type = VarAdd
trigger1 = 1
V = 18
Value = -20

[State -1]
type = PalFx
trigger1 = 1
time = -1
mul = Var(18),Var(18),Var(17)

[State -1]
type = Destroyself
trigger1 = time = 10
;---------------------------------------------------
;ハイジャンプ系統波紋
[Statedef 8011]
type = A
physics = N
ctrl = 0
Anim = 8012
velset = 0,0

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = angledraw
trigger1 = 1
scale = 0.2+Var(19)/16.0,0.2+Var(19)/16.0

[State 8011]
type = VarAdd
trigger1 = 1
v = 19
value = 1

[State -1]
type = VarSet
trigger1 = time = 0
V = 17
Value = 255

[State -1]
type = VarSet
trigger1 = time = 0
V = 18
Value = 220

[State -1]
type = VarAdd
trigger1 = time >= 0
V = 17
Value = -12

[State -1]
type = VarAdd
trigger1 = time >= 0
V = 18
Value = -19

[State -1]
type = PalFx
trigger1 = time >= 0
time = 22
mul = Var(18),Var(18),Var(17)

[State 8011]
type = Destroyself
trigger1 = time = 10
;--------------------------------------------------------
;グレイズヘルパー
[Statedef 9995]
Anim = 9996
ctrl = 0

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = ReversalDef
trigger1 = 1
trigger1 = numhelper(9998) = 0
reversal.attr = SCA, NP, SP, HP
pauseTime = 0,0
numHits = 0

[State -1,グレイズ呼び出し]
type = helper
trigger1 = movehit = 1
stateno = 9998
ID = 9997
pos = 0,-47
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 3
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = DestroySelf
trigger1 = time = 1
;--------------------------------------------------------
;グレイズ
[Statedef 9998]
Anim = 9998
ctrl = 0

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = SprPriority
trigger1 = time = 0
value = 15

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = poweradd
trigger1 = time = 0
value = 5

[State -1]
type = varrandom
trigger1 = time = 0
v = 7
range = 0,360

[State -1]
type = angledraw
trigger1 = 1
scale = 0.5,0.5

[State -1]
type = angleset
trigger1 = time = 0
value = var(7)

[State -1]
type = playsnd
trigger1 = time = 0
value = s300,3
channel = 5
ignorehitpause = 1

[State -1]
type = varadd
trigger1 = time >= 1
v = 4
value = 15

[State -1]
type = palfx
trigger1 = 1
time = 1
add = 0,0,0
mul = 256-var(4),256-var(4),256-var(4)

[State -1]
type = DestroySelf
trigger1 = time = 16
;----------------------------------------------------------------
[Statedef 16000]
Anim = 16000
movetype = A
SprPriority = 9

[State -1]
type = SprPriority
trigger1 = 1
Value = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = ParentVarSet
trigger1 = time = 0
FV = 11
Value = 1

[State -1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = -360,360

[State -1]
type = AngleDraw
trigger1 = 1
Value = Var(0)

[State -1]
type = VelSet
trigger1 = time = 0
X = Cos(Var(0)*Pi/180)*3
Y = -Sin(Var(0)*Pi/180)*3

[State -1]
type = VarSet
trigger1 = (EnemyNear,MoveType!=H)+(EnemyNear,StateNo=[120,155])+(EnemyNear,StateNo=5300)+(!EnemyNear,Alive)
	
V = 18
Value = 0
IgnoreHitPause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
triggerall = (EnemyNear,Alive)*(EnemyNear,StateType=A)*(EnemyNear,MoveType=H)
trigger1   = (EnemyNear,CanRecover)*(EnemyNear,StateNo!=[120,155])*(EnemyNear,StateNo!=5300)
V = 18
Value = 1
IgnoreHitPause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
triggerall = (EnemyNear,Name!="youmu_konpaku")*(EnemyNear,Name!="Yakumo Yukari")*(EnemyNear,Name!="Alice_Margatroid")*(EnemyNear,Name!="Alice Margatroid")*(EnemyNear,Name!="Hong Meirin")*(EnemyNear,Name!="Sakuya Izayoi")
triggerall = (EnemyNear,Name!="youmu konpaku")*(EnemyNear,Name!="Yukari Yakumo")*(EnemyNear,Name!="Reimu Hakurei")*(EnemyNear,Name!="Remilia_Scarlet")*(EnemyNear,Name!="Yuyuko Saigyouji")
triggerall = (EnemyNear,Name!="Yuyuko Saigyouji & Youmu Konpaku")*(EnemyNear,Name!="Marisa Kirisame")*(EnemyNear,Name!="Aya Syameimaru")*(EnemyNear,Name!="Suika Ibuki")*(EnemyNear,Name!="Patchouli")
triggerall = (EnemyNear,Name!="Patchouli Knowledge")
triggerall = P2StateNo != [120,155]
triggerall = EnemyNear,AnimTime <= 40
trigger1 = (EnemyNear,Vel X>=EnemyNear,Const(velocity.run.fwd.x)-0.1)
trigger2 = (EnemyNear,Vel Y<=EnemyNear,Const(velocity.jump.y)-0.1)
trigger3 = P2StateNo=[100,119]
V = 59
Value = 1

[State -1]
type = VarSet
trigger1 = P2StateNo = [120,155]
trigger2 = EnemyNear,AnimTime >= 40
trigger3 = (EnemyNear,Vel X<=EnemyNear,Const(velocity.run.fwd.x)-0.1)*(P2StateNo!=[100,119])
trigger4 = (EnemyNear,Vel Y>=EnemyNear,Const(velocity.jump.y)-0.1)*(P2StateType=A)
trigger5 = P2StateNo!=[100,119]
V = 59
Value = 0

[State -1]
type = hitdef
triggerall = Var(59) = 0
triggerall = Var(18) = 0
trigger1 = time = 0
attr = S,SP
damage    = floor((Parent,FVar(20)*50)/10), 4
animtype = high
getpower = 0,0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
guard.dist = 0
guard.slidetime = 10
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -4
numhits = 1
ground.type = high
air.type = high
ground.hittime = 9
ground.slidetime = 9
ground.velocity = -4,0
airguard.velocity =  0,2
air.velocity = -5,0
air.fall = 1
fall.recovertime = floor(30*Parent,FVar(20))
Guard.Kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = ParentVarSet
trigger1 = movehit
FV = 20
Value = Parent,FVar(20)*0.97
ignorehitpause = 1
persistent = 0

[State -1]
type = Parentvarset
trigger1 = movehit
v = 10
value = 1
ignorehitpause = 1
persistent = 0

[State -1]
type = Parentvarset
trigger1 = moveguarded
v = 10
value = 2
ignorehitpause = 1
persistent = 0

[State -1]
type = VarRandom
trigger1 = 1
V = 40
Range = 0,14

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos =  0,0
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = 0,0
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14600+Var(40)
ID = 14600
pos = 0,0
postype = p1
ownpal = 1
scale = 0.5,0.5
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = movehit = 1
Anim = 14700+Var(41)
ID = 14700
pos = 0,0
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = DestroySelf
trigger1 = (ScreenPos X!=[-10,329])+(ScreenPos Y!=[-20,249])
;----------------------------------------------------------------
[Statedef 16005]
Anim = 16005
movetype = A

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = BindToParent
trigger1 = 1
Time = -1

[State -1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1]
type = VarAdd
trigger1 = time>=60
V = 1
Value = 1
persistent = 60

[State -1]
type = PlaySnd
trigger1 = time>=60
Value = s400,9
persistent = 60

[State -1]
type = VarSet
trigger1 = (EnemyNear,MoveType!=H)+(EnemyNear,StateNo=[120,155])+(EnemyNear,StateNo=5300)+(!EnemyNear,Alive)
	
V = 18
Value = 0
IgnoreHitPause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
triggerall = (EnemyNear,Alive)*(EnemyNear,StateType=A)*(EnemyNear,MoveType=H)
trigger1   = (EnemyNear,CanRecover)*(EnemyNear,StateNo!=[120,155])*(EnemyNear,StateNo!=5300)
V = 18
Value = 1
IgnoreHitPause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
triggerall = (EnemyNear,Name!="youmu_konpaku")*(EnemyNear,Name!="Yakumo Yukari")*(EnemyNear,Name!="Alice_Margatroid")*(EnemyNear,Name!="Alice Margatroid")*(EnemyNear,Name!="Hong Meirin")*(EnemyNear,Name!="Sakuya Izayoi")
triggerall = (EnemyNear,Name!="youmu konpaku")*(EnemyNear,Name!="Yukari Yakumo")*(EnemyNear,Name!="Reimu Hakurei")*(EnemyNear,Name!="Remilia_Scarlet")*(EnemyNear,Name!="Yuyuko Saigyouji")
triggerall = (EnemyNear,Name!="Yuyuko Saigyouji & Youmu Konpaku")*(EnemyNear,Name!="Marisa Kirisame")*(EnemyNear,Name!="Aya Syameimaru")*(EnemyNear,Name!="Suika Ibuki")*(EnemyNear,Name!="Patchouli")
triggerall = (EnemyNear,Name!="Patchouli Knowledge")
triggerall = P2StateNo != [120,155]
triggerall = EnemyNear,AnimTime <= 40
trigger1 = (EnemyNear,Vel X>=EnemyNear,Const(velocity.run.fwd.x)-0.1)
trigger2 = (EnemyNear,Vel Y<=EnemyNear,Const(velocity.jump.y)-0.1)
trigger3 = P2StateNo=[100,119]
V = 59
Value = 1

[State -1]
type = VarSet
trigger1 = P2StateNo = [120,155]
trigger2 = EnemyNear,AnimTime >= 40
trigger3 = (EnemyNear,Vel X<=EnemyNear,Const(velocity.run.fwd.x)-0.1)*(P2StateNo!=[100,119])
trigger4 = (EnemyNear,Vel Y>=EnemyNear,Const(velocity.jump.y)-0.1)*(P2StateType=A)
trigger5 = P2StateNo!=[100,119]
V = 59
Value = 0

[State -1]
type = VarSet
trigger1   = Parent,StateNo=6702
V = 0
Value = 0

[State -1]
type = hitdef
triggerall = Var(59) = 0
triggerall = Var(18) = 0
trigger1 = Var(0) = 0
attr = S,SP
damage    = floor((Parent,FVar(20)*100)/10), 2
animtype = high
getpower = 0,0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
guard.dist = 0
guard.slidetime = 10
guard.hittime = 10
guard.ctrltime = 10
guard.velocity = -4
numhits = 1
ground.type = high
air.type = high
ground.hittime = 9
ground.slidetime = 9
ground.velocity = -5,-2
airguard.velocity =  0,2
air.velocity = -5,-2
fall = 1
fall.recovertime = floor(60*Parent,FVar(20))
Guard.Kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State -1]
type = VarSet
trigger1 = movehit = 1
V = 0
Value = 1

[State -1]
type = ParentVarSet
trigger1 = movehit
FV = 20
Value = Parent,FVar(20)*0.9
ignorehitpause = 1
persistent = 0

[State -1]
type = VarRandom
trigger1 = 1
V = 41
Range = 0,14

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14001
ID = 14001
pos = Floor(P2Dist X),Floor(P2Dist Y)
postype = p1
scale = 0.25,0.5
SprPriority = 9999
ownpal = 1
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Explod
trigger1 = MoveGuarded = 1
Anim = 14300+Var(41)
ID = 14300
pos = Floor(P2Dist X),Floor(P2Dist Y)
postype = p1
scale = 0.5,0.5
ownpal = 1
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = helper
trigger1 = movehit = 1
Stateno = 15002
ID = 15002
pos = Floor(P2Dist X),Floor(P2Dist Y)
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Parentvarset
trigger1 = movehit = 1
V = 11
Value = 1
ignorehitpause = 1
persistent = 1

[State -1]
type = Parentvarset
trigger1 = moveguarded = 1
V = 10
Value = 2

[State -1]
type = DestroySelf
trigger1 = Parent,StateNo!=[6701,6702]
;----------------------------------------------------------------
[Statedef 16010]
Anim = 16010
SprPriority = 9

[State -1]
type = Trans
trigger1 = 1
Trans = Add

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = VarAdd
trigger1 = 1
FV = 0
Value = 0.3

[State -1]
type = VarAdd
trigger1 = 1
FV = 1
Value = 0.3

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 3+FVar(0),3-FVar(1)

[State -1]
type = AngleSet
trigger1 = time = 0
Value = ATan(Parent,Vel Y/Parent,Vel X)*(-180/Pi)

[State -1]
type = DestroySelf
trigger1 = time = 9
;----------------------------------------------------------------
;魔法陣展開
[Statedef 10000]
Anim = 10004
velset = 0,0
SprPriority = -1

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = AngleDraw
trigger1 = Animtime <= -1
scale = 1,0.2

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = PosSet
trigger1 = time >= 0
x = Root,Pos X
y = 0

[State -1]
type = ChangeState
trigger1 = Animtime = 0
Value = 10001
;----------------------------------------------------------------
;魔法陣展開
[Statedef 10001]
Anim = 10005
velset = 0,0
SprPriority = -1

[State -1]
type = VarSet
trigger1 = Var(9) = 0
V = 9
Value = Helper(10999),Var(9)

[State -1]
type = VarSet
trigger1 = 1
FV = 0
Value = Var(9)+(Var(0) * -2)

[State -1]
type = VarAdd
trigger1 = 1
V = 0
Value = 1

[State -1]
type = AngleDraw
trigger1 = time >= 0
trigger1 = time <= 89
trigger2 = time >= 180
trigger2 = time <= 269
scale = FVar(0)/Var(9),(FVar(0)/Var(9))*0.2

[State -1]
type = AngleDraw
trigger1 = time >= 90
trigger1 = time <= 179
trigger2 = time >= 270
trigger2 = time <= 359
scale = (FVar(0)/Var(9))*0.2,FVar(0)/Var(9)

[State -1]
type = AngleSet
trigger1 = time >= 0
trigger1 = time <= 89
value = 0

[State -1]
type = AngleSet
trigger1 = time >= 90
trigger1 = time <= 179
value = -90

[State -1]
type = AngleSet
trigger1 = time >= 180
trigger1 = time <= 269
value = -180

[State -1]
type = AngleSet
trigger1 = time >= 270
trigger1 = time <= 360
value = -270

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = PosSet
trigger1 = time >= 0
x = Root,Pos X
y = 0

[State -1]
type = changestate
trigger1 = Time = 360
value    = 10001

[State -1]
type = DestroySelf
trigger1 = Parent,Alive !
trigger2 = Helper(10999),Var(9) <= 0
trigger3 = RoundState = [3,4]
trigger4 = Parent,StateNo = 5816
;--------------------------------------------------------
;符選択
[Statedef 10501]
Anim = 8500

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10520) = 0
trigger1 = Parent,Var(58) = 0
Anim = 10520
ID = 10520
Pos = 0,60
Postype = left
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10523) = 0
Anim = 10540
ID = 10523
Pos = 0,60
Postype = left
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10526) = 0
Anim = 10556
ID = 10526
Pos = 0,60
Postype = left
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10521) = 0
trigger1 = Parent,Var(58) = 1
Anim = 10521
ID = 10521
Pos = 0,70
Postype = left
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10524) = 0
Anim = 10541
ID = 10524
Pos = 0,70
Postype = left
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10527) = 0
Anim = 10560
ID = 10527
Pos = 0,70
Postype = left
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10522) = 0
trigger1 = Parent,Var(58) = 2
Anim = 10522
ID = 10522
Pos = 0,80
Postype = left
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10525) = 0
Anim = 10542
ID = 10525
Pos = 0,80
Postype = left
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10528) = 0
Anim = 10558
ID = 10528
Pos = 0,80
Postype = left
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10520) = 0
trigger1 = Parent,Var(58) = 0
Anim = 10530
ID = 10520
Pos = 0,60
Postype = right
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10523) = 0
Anim = 10550
ID = 10523
Pos = 0,60
Postype = right
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10526) = 0
Anim = 10562
ID = 10526
Pos = 0,60
Postype = right
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10521) = 0
trigger1 = Parent,Var(58) = 1
Anim = 10531
ID = 10521
Pos = 0,70
Postype = right
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10524) = 0
Anim = 10551
ID = 10524
Pos = 0,70
Postype = right
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10527) = 0
Anim = 10566
ID = 10527
Pos = 0,70
Postype = right
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10522) = 0
trigger1 = Parent,Var(58) = 2
Anim = 10532
ID = 10522
Pos = 0,80
Postype = right
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10525) = 0
Anim = 10552
ID = 10525
Pos = 0,80
Postype = right
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10528) = 0
Anim = 10564
ID = 10528
Pos = 0,80
Postype = right
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = ParentVarset
trigger1 = Parent,command = "down"
trigger1 = Parent,Var(58) = 1
V = 58
value = 2

[State -1]
type = ParentVarset
trigger1 = Parent,Var(58) = 0
trigger1 = Parent,command = "down"
V = 58
value = 1

[State -1]
type = ParentVarset
trigger1 = Parent,command = "up"
trigger1 = Parent,Var(58) = 1
V = 58
value = 0

[State -1]
type = ParentVarset
trigger1 = Parent,command = "up"
trigger1 = Parent,Var(58) = 2
V = 58
value = 1

[State -1]
type = Playsnd
trigger1 = Parent,command = "up"
trigger2 = Parent,command = "down"
value = s400,7

[State -1]
type = Playsnd
trigger1 = Parent,command = "s"
value = s400,8

[State -1]
type = ParentVarset
trigger1 = Parent,Var(58) = 0
trigger1 = Parent,command = "s"
V = 58
value = 3

[State -1]
type = ParentVarset
trigger1 = Parent,Var(58) = 1
trigger1 = Parent,command = "s"
V = 58
value = 4

[State -1]
type = ParentVarset
trigger1 = Parent,Var(58) = 2
trigger1 = Parent,command = "s"
V = 58
value = 5

[State -1]
type = removeexplod
trigger1 = Parent,Var(58) != 0
ID = 10520

[State -1]
type = removeexplod
trigger1 = Parent,Var(58) != 1
ID = 10521

[State -1]
type = removeexplod
trigger1 = Parent,Var(58) != 2
ID = 10522
;-------------------------------------------------------
[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10520

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10521

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10522

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10523

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10524

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10525

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10526

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10527

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(58) = [3,5]
ID = 10528

[State -1]
type = DestroySelf
trigger1 = Parent,Stateno != [189,193]

[State -1]
type = changestate
trigger1 = Parent,Var(58) = [3,5]
value = 10502
;--------------------------------------------------------
;符選択
[Statedef 10502]
Anim = 8500

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10520) = 0
trigger1 = Parent,Var(59) = 0
Anim = 10523
ID = 10520
Pos = 0,60
Postype = left
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10523) = 0
Anim = 10545
ID = 10523
Pos = 0,60
Postype = left
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10526) = 0
Anim = 10557
ID = 10526
Pos = 0,60
Postype = left
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10521) = 0
trigger1 = Parent,Var(59) = 1
Anim = 10524
ID = 10521
Pos = 0,70
Postype = left
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10524) = 0
Anim = 10543
ID = 10524
Pos = 0,70
Postype = left
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10527) = 0
Anim = 10561
ID = 10527
Pos = 0,70
Postype = left
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10522) = 0
trigger1 = Parent,Var(59) = 2
Anim = 10525
ID = 10522
Pos = 0,80
Postype = left
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10525) = 0
Anim = 10544
ID = 10525
Pos = 0,80
Postype = left
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 1
trigger1 = NumExplod(10528) = 0
Anim = 10559
ID = 10528
Pos = 0,80
Postype = left
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10520) = 0
trigger1 = Parent,Var(59) = 0
Anim = 10533
ID = 10520
Pos = 0,60
Postype = right
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10523) = 0
Anim = 10555
ID = 10523
Pos = 0,60
Postype = right
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10526) = 0
Anim = 10563
ID = 10526
Pos = 0,60
Postype = right
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10521) = 0
trigger1 = Parent,Var(59) = 1
Anim = 10534
ID = 10521
Pos = 0,70
Postype = right
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10524) = 0
Anim = 10553
ID = 10524
Pos = 0,70
Postype = right
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10527) = 0
Anim = 10567
ID = 10527
Pos = 0,70
Postype = right
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10522) = 0
trigger1 = Parent,Var(59) = 2
Anim = 10535
ID = 10522
Pos = 0,80
Postype = right
sprpriority = 8
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10525) = 0
Anim = 10554
ID = 10525
Pos = 0,80
Postype = right
sprpriority = 7
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = explod
trigger1 = Teamside = 2
trigger1 = NumExplod(10528) = 0
Anim = 10565
ID = 10528
Pos = 0,80
Postype = right
sprpriority = 6
ownpal = 0
keyctrl = 0
removetime = -1
bindtime = -1
scale = 0.5,0.5

[State -1]
type = ParentVarset
triggerall = Parent,Var(55) = 1
trigger1 = Parent,command = "down"
trigger1 = Parent,Var(59) = 1
V = 59
value = 2

[State -1]
type = ParentVarset
triggerall = Parent,Var(55) = 1
trigger1 = Parent,Var(59) = 0
trigger1 = Parent,command = "down"
V = 59
value = 1

[State -1]
type = ParentVarset
triggerall = Parent,Var(55) = 1
trigger1 = Parent,command = "up"
trigger1 = Parent,Var(59) = 1
V = 59
value = 0

[State -1]
type = ParentVarset
triggerall = Parent,Var(55) = 1
trigger1 = Parent,command = "up"
trigger1 = Parent,Var(59) = 2
V = 59
value = 1

[State -1]
type = Playsnd
triggerall = Parent,Var(55) = 1
trigger1 = Parent,command = "up"
trigger2 = Parent,command = "down"
value = s400,7

[State -1]
type = Playsnd
triggerall = Parent,Var(55) = 1
trigger1 = Parent,command = "s"
value = s400,8

[State -1]
type = ParentVarset
triggerall = Parent,Var(55) = 1
trigger1 = Parent,Var(59) = 0
trigger1 = Parent,command = "s"
V = 59
value = 3

[State -1]
type = ParentVarset
triggerall = Parent,Var(55) = 1
trigger1 = Parent,Var(59) = 1
trigger1 = Parent,command = "s"
V = 59
value = 4

[State -1]
type = ParentVarset
triggerall = Parent,Var(55) = 1
trigger1 = Parent,Var(59) = 2
trigger1 = Parent,command = "s"
V = 59
value = 5

[State -1]
type = ParentVarset
trigger1 = time = 0
V = 55
value = 1

[State -1]
type = removeexplod
trigger1 = Parent,Var(59) != 0
ID = 10520

[State -1]
type = removeexplod
trigger1 = Parent,Var(59) != 1
ID = 10521

[State -1]
type = removeexplod
trigger1 = Parent,Var(59) != 2
ID = 10522
;-------------------------------------------------------
[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10520

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10521

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10522

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10523

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10524

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10525

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10526

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10527

[State -1]
type = removeexplod
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
ID = 10528

[State -1]
type = DestroySelf
trigger1 = Parent,Stateno != [189,193]
trigger2 = Parent,Var(59) = [3,5]
;--------------------------------------------------------
;壱符エフェクト
[Statedef 10250]
Anim = 10250

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = Trans
trigger1 = 1
Trans = Add

[State -1]
type = assertspecial
trigger1 = 1
flag = NoShadow

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 0,360

[State -1]
type = VarAdd
trigger1 = time >= 0
FV = 1
Value = 0.15

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 1+FVar(1),1+FVar(1)
Value = Var(0)

[State -1]
type = explod
trigger1 = time = 0
Anim = 10251
ID = 10251
Pos = 0
Postype = P1
ownpal = 0
SprPriority = 9999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = explod
trigger1 = time = 0
Anim = 10251
ID = 10252
Pos = 0
Postype = P1
ownpal = 0
SprPriority = 9999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 10251
ID = 10250
Pos = 0
Postype = P1
ownpal = 0
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 10251
ID = 10250
Pos = 0
Postype = P1
ownpal = 0
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 10251
ID = 10250
Pos = 0
Postype = P1
ownpal = 0
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 10251
ID = 10250
Pos = 0
Postype = P1
ownpal = 0
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 10252
ID = 10250
Pos = 0
Postype = P1
ownpal = 0
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = time >= 0
FV = 2
value = 0.08

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 10251
scale = 1+FVar(2),1+FVar(2)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 10252
scale = 0.5+FVar(2),0.5+FVar(2)

[State -1]
type = VarSet
trigger1 = time = 0
v = 17
value = 256

[State -1]
type = VarSet
trigger1 = time = 0
v = 18
value = 256

[State -1]
type = varadd
trigger1 = time >= 0
v = 17
value = -15

[State -1]
type = varadd
trigger1 = time >= 0
v = 18
value = -12

[State -1]
type = PalFx
trigger1 = time >= 0
time = 1
mul = Var(17),Var(17),Var(18)

[State -1]
type = DestroySelf
trigger1 = time = 15
;--------------------------------------------------------
;月模様
[Statedef 10251]
Anim = 10252
SprPriority = 9999999

[State -1]
type = Trans
trigger1 = 1
Trans = Add

[State -1]
type = assertspecial
trigger1 = 1
flag = NoShadow

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Value = -360,360

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Value = 0,1

[State -1]
type = VarAdd
trigger1 = Var(1) = 0
trigger1 = time >= 0
V = 0
Value = 4

[State -1]
type = VarAdd
trigger1 = Var(1) = 1
trigger1 = time >= 0
V = 0
Value = -4

[State -1]
type = VarAdd
trigger1 = 1
FV = 1
Value = 0.03

[State -1]
type = VarAdd
trigger1 = 1
FV = 2
Value = 0.09

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5-FVar(1),2+FVar(2)
Value = Var(0)

[State -1]
type = DestroySelf
trigger1 = time = 15
;--------------------------------------------------------
;光
[Statedef 10252]
Anim = 10254
SprPriority = 999999

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = Varrandom
trigger1 = time = 0
V = 7
range = 0,360

[State -1]
type = angledraw
trigger1 = 1
scale = 2,2
value = Var(7)

[State -1]
type = DestroySelf
trigger1 = time = 15
;--------------------------------------------------------
;弐符発動エフェクト
[Statedef 10260]
Anim = 10261
ctrl = 0
SprPriority = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 0
Value = 1

[State -1]
type = Explod
trigger1 = time = 0
Anim = 10260
ID = 10260
Pos = 0,0
PosType = P1
ownpal = 0
removetime = 13
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 10260
scale = 0.1+(Var(0)*0.25/5),0.1+(Var(0)*0.25/5)

[State -1]
type = Explod
trigger1 = time = 0
Anim = 10260
ID = 10261
Pos = 0,0
PosType = P1
ownpal = 0
removetime = 13
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 10261
scale = 0.1+(Var(0)*0.5/5),0.1+(Var(0)*0.5/5)

[State -1]
type = Explod
trigger1 = time = 0
Anim = 10260
ID = 10262
Pos = 0,0
PosType = P1
ownpal = 0
removetime = 13
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 10262
scale = 0.1+(Var(0)*0.75/5),0.1+(Var(0)*0.75/5)

[State -1]
type = Trans
trigger1 = 1
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = VarRandom
trigger1 = time = 0
V = 5
Range = 0,359

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 1.35,1.35
Value = Var(0)

[State -1]
type = PalFx
trigger1 = 1
time = 2
mul = 256-(time*10),256-(time*10),256-(time*6)

[State -1]
type = DestroySelf
trigger1 = time = 24
;--------------------------------------------------------
;ランダムエフェクト作成用
[Statedef 10262]
Anim = 10262
SprPriority = 9999999999

[State -1]
type = Trans
trigger1 = 1
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 0,359

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = 12,20

[State -1]
type = VarRandom
trigger1 = time = 0
V = 3
Range = 0,1

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 1,(Var(1)/10)-(time*0.04)

[State -1]
type = AngleSet
trigger1 = time = 0
Value = Var(0)

[State -1]
type = AngleAdd
trigger1 = 1
trigger1 = Var(3) = 0
Value = -1

[State -1]
type = AngleAdd
trigger1 = 1
trigger1 = Var(3) = 1
Value = 1

[State -1]
type = null;PalFx
trigger1 = 1
time = 2
mul = 256-(time*15),256-(time*15),256-(time*11)

[State -1]
type = DestroySelf
trigger1 = time = 25
;----------------------------------------------------------
;ボム波紋
[Statedef 13001]
Anim = 8012
SprPriority = 20

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = trans
trigger1 = 1
trans = add

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = angledraw
trigger1 = 1
scale = 0.1+FVar(30)/19.0,0.1+FVar(30)/20.0

[State -1]
type = VarAdd
trigger1 = time <= 13
FV = 30
Value = 2.5

[State -1]
type = VarAdd
trigger1 = time >= 13
FV = 30
Value = 0.3

[State -1]
type = PalFx
trigger1 = 1
time = -1
mul = 255-Var(50),255-Var(50),255-Var(51)

[State -1]
type = VarAdd
trigger1 = time >= 15
V = 50
Value = 17

[State -1]
type = VarAdd
trigger1 = time >= 15
V = 51
Value = 14

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 2
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13000
Pos = 0,0
Vel = Var(1),Var(2)
accel = -(Var(1)/2500),(Var(2)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 4
Value = Var(0)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13000
scale = (Var(0)/100.0)-(Var(4)/2500.0),(Var(0)/100.0)-(Var(4)/2500.0)

[State -1]
type = VarRandom
trigger1 = time = 0
V = 5
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 6
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 7
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13001
Pos = 0,0
Vel = Var(6),Var(7)
accel = -(Var(6)/2500),(Var(7)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 8
Value = Var(5)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13001
scale = (Var(5)/100.0)-(Var(8)/2500.0),(Var(5)/100.0)-(Var(8)/2500.0)

[State -1]
type = VarRandom
trigger1 = time = 0
V = 9
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 10
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 11
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13002
Pos = 0,0
Vel = Var(10),Var(11)
accel = -(Var(10)/2500),(Var(11)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 12
Value = Var(9)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13002
scale = (Var(9)/100.0)-(Var(12)/2500.0),(Var(9)/100.0)-(Var(12)/2500.0)

[State -1]
type = VarRandom
trigger1 = time = 0
V = 13
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 14
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 15
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13002
Pos = 0,0
Vel = Var(14),Var(15)
accel = -(Var(14)/2500),(Var(15)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 16
Value = Var(13)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13002
scale = (Var(13)/100.0)-(Var(16)/2500.0),(Var(13)/100.0)-(Var(16)/2500.0)

[State -1]
type = VarRandom
trigger1 = time = 0
V = 17
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 18
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 19
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13002
Pos = 0,0
Vel = Var(18),Var(19)
accel = -(Var(18)/2500),(Var(19)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 20
Value = Var(17)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13002
scale = (Var(17)/100.0)-(Var(20)/2500.0),(Var(17)/100.0)-(Var(20)/2500.0)

[State -1]
type = Destroyself
trigger1 = time = 30
;----------------------------------------------------------
;光
[Statedef 13002]
type = A
physics = N
ctrl = 0
Anim = 13001
velset = 0,0

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = SprPriority
trigger1 = time = 0
value = 22

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = angledraw
trigger1 = 1
scale = 0.1+Var(40)/20.0,0.1+Var(40)/20.0

[State -1]
type = varrandom
trigger1 = time = 0
V = 30
range = 0,360

[State -1]
type = angleset
trigger1 = 1
value = var(30)

[State -1]
type = VarAdd
trigger1 = 1
v = 40
value = 3

[State -1]
type = PalFx
trigger1 = 1
time = -1
mul = 255-Var(50),255-Var(50),255-Var(51)

[State -1]
type = VarAdd
trigger1 = time >= 15
V = 50
Value = 25

[State -1]
type = VarAdd
trigger1 = time >= 15
V = 51
Value = 20

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 2
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13000
Pos = 0,0
Vel = Var(1),Var(2)
accel = (Var(1)/2500),(Var(2)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 4
Value = Var(0)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13000
scale = (Var(0)/100.0)-(Var(4)/2500.0),(Var(0)/100.0)-(Var(4)/2500.0)

[State -1]
type = VarRandom
trigger1 = time = 0
V = 5
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 6
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 7
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13001
Pos = 0,0
Vel = Var(6),Var(7)
accel = (Var(6)/2500),(Var(7)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 8
Value = Var(5)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13001
scale = (Var(5)/100.0)-(Var(8)/2500.0),(Var(5)/100.0)-(Var(8)/2500.0)

[State -1]
type = VarRandom
trigger1 = time = 0
V = 9
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 10
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 11
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13002
Pos = 0,0
Vel = Var(10),Var(11)
accel = (Var(10)/2500),(Var(11)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 12
Value = Var(9)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13002
scale = (Var(9)/100.0)-(Var(12)/2500.0),(Var(9)/100.0)-(Var(12)/2500.0)

[State -1]
type = VarRandom
trigger1 = time = 0
V = 13
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 14
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 15
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13002
Pos = 0,0
Vel = Var(14),Var(15)
accel = (Var(14)/2500),(Var(15)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 16
Value = Var(13)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13002
scale = (Var(13)/100.0)-(Var(16)/2500.0),(Var(13)/100.0)-(Var(16)/2500.0)

[State -1]
type = VarRandom
trigger1 = time = 0
V = 17
Range = 50,100

[State -1]
type = VarRandom
trigger1 = time = 0
V = 18
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 19
Range = -4,4

[State -1]
type = Explod
trigger1 = time = 0
Anim = 13002
ID = 13002
Pos = 0,0
Vel = Var(18),Var(19)
accel = (Var(18)/2500),(Var(19)/2500)
ownpal = 1
removetime = 25
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarAdd
trigger1 = 1
V = 20
Value = Var(17)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 13002
scale = (Var(17)/100.0)-(Var(20)/2500.0),(Var(17)/100.0)-(Var(20)/2500.0)

[State -1]
type = Destroyself
trigger1 = time = 25
;------------------------------------------------------------
;ヒットスパーク集
;
;弱攻撃ef
[Statedef 14000]
type = A
physics = N
Anim = 14000

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = SprPriority
trigger1 = 1
value = 15

[State -1]
type = varrandom
trigger1 = time = 0
V = 7
range = 0,360

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = varadd
trigger1 = 1
v = 4
value = 25

[State -1]
type = angledraw
trigger1 = 1
scale = 0.3+Var(4)/480.0,0.3+Var(4)/480.0

[State -1]
type = angleset
trigger1 = 1
value = var(7)

[State -1]
type = PalFx
trigger1 =  1
time = 1
add = 0,0,0
mul = 200-Var(4),200-Var(4),200-Var(4)

[State -1]
type = Destroyself
trigger1 = time = 5
;-----------------------------------------------------------------
;クラッシュ魔法陣
[Statedef 14010]
Anim = 14010

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = Playsnd
trigger1 = time = 0
value = s400,6
volume = 300
ignorehitpause = 1
persistent = 0

[State -1]
type = SprPriority
trigger1 = time = 0
value = 15

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = varadd
trigger1 = time >= 1
v = 4
value = 1

[State -1]
type = angledraw
trigger1 = 1
scale = 0.3+Var(4)/7.0,0.3+Var(4)/7.0

[State -1]
type = angleadd
trigger1 = time >= 1
value = 3

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 14015
ID = 14015
Pos = 0,0
PosType = P1
OwnPal = 1
KeyCtrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 14015
ID = 14015
Pos = 0,0
PosType = P1
OwnPal = 1
KeyCtrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 14015
ID = 14015
Pos = 0,0
PosType = P1
OwnPal = 1
KeyCtrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 14015
ID = 14015
Pos = 0,0
PosType = P1
OwnPal = 1
KeyCtrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 14015
ID = 14015
Pos = 0,0
PosType = P1
OwnPal = 1
KeyCtrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 14015
ID = 14015
Pos = 0,0
PosType = P1
OwnPal = 1
KeyCtrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Destroyself
trigger1 = time = 30
;-----------------------------------------------------
[Statedef 14015]
Anim = 14015

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = -1

[State -1]
type = SprPriority
trigger1 = time = 0
value = 15

[State -1]
type = Trans
trigger1 = time <= 15
Trans = Add

[State -1]
type = trans
trigger1 = time >= 15
trans = addAlpha
Alpha = 256-time*10,256

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = -180,180

[State -1]
type = angledraw
trigger1 = 1
scale = 0.5,0.5
Value = Var(0)-90

[State -1]
type = VelSet
trigger1 = time = 0
X = Cos(Var(0)*Pi/180)*8
Y = -Sin(Var(0)*Pi/180)*8

[State -1]
type = Destroyself
trigger1 = time = 25
;-----------------------------------------------------
;大攻撃
[Statedef 15002]
type = A
physics = N
Anim = 15002

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = SprPriority
trigger1 = time = 0
value = 15

[State -1]
type = varrandom
trigger1 = time = 0
V = 7
range = 0,360

[State -1]
type = trans
trigger1 = time >= 0
trans = add

[State -1]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[State -1]
type = varadd
trigger1 = time >= 1
v = 4
value = 25

[State -1]
type = angledraw
trigger1 = 1
scale = 0.4+Var(4)/380.0,0.4+Var(4)/360.0

[State -1]
type = angleset
trigger1 = time = 0
value = var(7)

[State -1]
type = VarRandom
trigger1 = 1
V = 40
Range = 0,14

[State -1]
type = Explod
trigger1 = time = 0
Anim = 14300+Var(40)
ID = 14300
pos = 0,0
postype = p1
ownpal = 1
scale = 0.5,0.5
SprPriority = 9999
keyctrl = 0
ignorehitpause = 1
persistent = 9
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = PalFx
trigger1 =  1
time = 1
add = 0,0,0
mul = 255-Var(4),255-Var(4),255-Var(4)

[State -1]
type = Destroyself
trigger1 = time = 10
;-----------------------------------------------------------------
;クラッシュ演出
[Statedef 999]
Anim = 999
SprPriority = 999999999

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State -1]
type = PlaySnd
trigger1 = time = 0
Value = s200,4

[State -1]
type = Trans
trigger1 = 1
trans = AddAlpha
Alpha = 256-(25*time) , 256

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = VarRandom
trigger1 = time = 0
V = 0
Range = -360,360

[State -1]
type = VarRandom
trigger1 = time = 0
V = 1
Range = 10,50

[State -1]
type = VarRandom
trigger1 = time = 0
V = 2
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 3
Range = -3,0

[State -1]
type = VarAdd
trigger1 = 1
FV = 0
Value = 0.2

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 3+FVar(0),3+FVar(0)
Value = Var(0)

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1200
ID = 1200
Pos = 15,-10
Random = 30,60
Vel = Var(2),Var(3)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1200
scale = Var(1)/100.0,Var(1)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 4
Range = 10,50

[State -1]
type = VarRandom
trigger1 = time = 0
V = 5
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 6
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1200
ID = 1201
Pos = 15,-10
Random = 30,60
Vel = Var(5),Var(6)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1201
scale = Var(4)/100.0,Var(4)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 8
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 9
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1200
ID = 1202
Pos = 15,-10
Random = 30,60
Vel = Var(8),Var(9)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = time = 0
V = 7
Range = 10,50

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1202
scale = Var(7)/100.0,Var(7)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 11
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 12
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1200
ID = 1203
Pos = 15,-10
Random = 30,60
Vel = Var(11),Var(12)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = time = 0
V = 10
Range = 10,50

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1203
scale = Var(10)/100.0,Var(10)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 14
Range = 1,8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 15
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1200
ID = 1204
Pos = 15,-10
Random = 30,60
Vel = Var(14),Var(15)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = time = 0
V = 13
Range = 10,50

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1204
scale = Var(13)/100.0,Var(13)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 17
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 18
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1201
ID = 1205
Pos = -15,-10
Random = 30,60
Vel = Var(17),Var(18)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = time = 0
V = 16
Range = 10,50

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1205
scale = Var(16)/100.0,Var(16)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 20
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 21
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1201
ID = 1206
Pos = -15,-10
Random = 30,60
Vel = Var(20),Var(21)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = time = 0
V = 19
Range = 10,50

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1206
scale = Var(19)/100.0,Var(19)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 23
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 24
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1201
ID = 1207
Pos = -15,-10
Random = 30,60
Vel = Var(23),Var(24)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = time = 0
V = 22
Range = 10,50

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1207
scale = Var(22)/100.0,Var(22)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 26
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 27
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1201
ID = 1208
Pos = -15,-10
Random = 30,60
Vel = Var(26),Var(27)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = time = 0
V = 25
Range = 10,50

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1208
scale = Var(25)/100.0,Var(25)/100.0

[State -1]
type = VarRandom
trigger1 = time = 0
V = 29
Range = -1,-8

[State -1]
type = VarRandom
trigger1 = time = 0
V = 30
Range = -3,0

[State -1]
type = Explod
trigger1 = time = 0
Anim = 1201
ID = 1209
Pos = -15,-10
Random = 30,60
Vel = Var(29),Var(30)
accel = 0,0.25
ownpal = 1
SprPriority = 999999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarRandom
trigger1 = time = 0
V = 28
Range = 10,50

[State -1]
type = ModifyExplod
trigger1 = time = 0
ID = 1209
scale = Var(28)/100.0,Var(28)/100.0

[State -1]
type = DestroySelf
trigger1 = time = 9
;-----------------------------------------------------------------
;
;以下色々まとめ郡
;

;霊力
[Statedef 19999]
Anim = 8500

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time     = 1

[State 19999 霊力]
type = ParentVarSet
trigger1 = Parent,FVar(1) < 0
FV = 1
Value = 0

[State 19999 霊力]
type = ParentVarSet
trigger1 = Parent,FVar(1) > 1000
FV = 1
Value = 1000

[State -1]
type = BindToParent
trigger1 = 1

;枠
[State 19999]
type = explod
trigger1 = TeamSide = 1
trigger1 = NumExplod(19999) = 0
trigger1 = roundstate = [1,4]
Anim = 19999
ID = 19999
pos = 0,0
postype = left
SprPriority = 999999
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

;ゲージ
[State 19999];750~1000
type = explod
trigger1 = TeamSide = 1
trigger1 = NumExplod(20000) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(1) = [750,1000]
trigger1 = Parent,FVar(2) = 0
Anim = 20001
ID = 20000
pos = 115,3
postype = left
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
SprPriority = 999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 19999];500~750
type = explod
trigger1 = TeamSide = 1
trigger1 = NumExplod(20001) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(1) = [500,750]
trigger1 = Parent,FVar(2) = 0
Anim = 20004
ID = 20001
pos = 115,3
postype = left
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
SprPriority = 999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 19999];250~500
type = explod
trigger1 = TeamSide = 1
trigger1 = NumExplod(20002) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(1) = [250,500]
trigger1 = Parent,FVar(2) = 0
Anim = 20006
ID = 20002
pos = 115,3
postype = left
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
SprPriority = 999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 19999];0~250
type = explod
trigger1 = TeamSide = 1
trigger1 = NumExplod(20003) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(1) = [1,250]
trigger1 = Parent,FVar(2) = 0
Anim = 20008
ID = 20003
pos = 115,3
postype = left
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
removetime = -1
SprPriority = 999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

;赤ゲージ
[State 19999]
type = explod
trigger1 = TeamSide = 1
trigger1 = NumExplod(20004) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(2) = 1
Anim = 20002
ID = 20004
pos = 115,3
postype = left
SprPriority = 999999
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

;枠
[State 19999]
type = explod
trigger1 = TeamSide = 2
trigger1 = NumExplod(19999) = 0
trigger1 = roundstate = [1,4]
Anim = 19999
ID = 19999
pos = 0,0
postype = right
SprPriority = 999999
bindtime = -1
OnTop = 1
ownpal = 1
facing = -1
SuperMove = 1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

;ゲージ
[State 19999];750~1000
type = explod
trigger1 = TeamSide = 2
trigger1 = NumExplod(20000) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(1) = [750,1000]
trigger1 = Parent,FVar(2) = 0
Anim = 20000
ID = 20000
pos = 205,3
postype = left
SprPriority = 999999
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
facing = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 19999];500~750
type = explod
trigger1 = TeamSide = 2
trigger1 = NumExplod(20001) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(1) = [500,750]
trigger1 = Parent,FVar(2) = 0
Anim = 20005
ID = 20001
pos = 205,3
postype = left
SprPriority = 999999
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
facing = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 19999];250~500
type = explod
trigger1 = TeamSide = 2
trigger1 = NumExplod(20002) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(1) = [250,500]
trigger1 = Parent,FVar(2) = 0
Anim = 20007
ID = 20002
pos = 205,3
postype = left
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
facing = -1
SprPriority = 999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 19999];0~250
type = explod
trigger1 = TeamSide = 2
trigger1 = NumExplod(20003) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(1) = [1,250]
trigger1 = Parent,FVar(2) = 0
Anim = 20009
ID = 20003
pos = 205,3
postype = left
OnTop = 1
bindtime = -1
ownpal = 1
SuperMove = 1
facing = -1
SprPriority = 999999
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

;赤ゲージ
[State 19999]
type = explod
trigger1 = TeamSide = 2
trigger1 = NumExplod(20004) = 0
trigger1 = roundstate = [1,4]
trigger1 = Parent,FVar(2) = 1
Anim = 20003
ID = 20004
pos = 205,3
postype = left
OnTop = 1
SprPriority = 999999
bindtime = -1
ownpal = 1
SuperMove = 1
facing = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State 19999]
type = removeexplod
trigger1 = Parent,FVar(1) != [750,1000]
trigger2 = Parent,FVar(2) = 1
ID = 20000

[State 19999]
type = removeexplod
trigger1 = Parent,FVar(1) != [500,750]
trigger2 = Parent,FVar(2) = 1
ID = 20001

[State 19999]
type = removeexplod
trigger1 = Parent,FVar(1) != [250,500]
trigger2 = Parent,FVar(2) = 1
ID = 20002

[State 19999]
type = removeexplod
trigger1 = Parent,FVar(1) != [1,250]
trigger2 = Parent,FVar(2) = 1
ID = 20003

[State 19999]
type = removeexplod
trigger1 = Parent,FVar(2) = 0
ID = 20004

[State 19999]
type = ModifyExplod
trigger1 = NumExplod(20000) = 1
ID = 20000
Scale = 0.001*Parent,FVar(1), 1

[State 19999]
type = ModifyExplod
trigger1 = NumExplod(20001) = 1
ID = 20001
Scale = 0.001*Parent,FVar(1), 1

[State 19999]
type = ModifyExplod
trigger1 = NumExplod(20002) = 1
ID = 20002
Scale = 0.001*Parent,FVar(1), 1

[State 19999]
type = ModifyExplod
trigger1 = NumExplod(20003) = 1
ID = 20003
Scale = 0.001*Parent,FVar(1), 1

[State 19999]
type = ModifyExplod
trigger1 = NumExplod(20004) = 1
ID = 20004
Scale = 0.001*Parent,FVar(1), 1
;-----------------------------------
;壱符混同
;2ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) = 0
trigger1 = Parent,Var(3) = 0
trigger1 = Numexplod(20010) = 0
trigger1 = TeamSide = 1
Anim = 20010
pos = 35,219
postype = left
ID = 20010
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999


;1ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) = 0
trigger1 = Parent,Var(3) = 1
trigger1 = Numexplod(20011) = 0
trigger1 = TeamSide = 1
Anim = 20011
pos = 35,219
postype = left
ID = 20011
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999


;0ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) = 0
trigger1 = Parent,Var(3) = 2
trigger1 = Numexplod(20012) = 0
trigger1 = TeamSide = 1
Anim = 20012
pos = 35,219
postype = left
ID = 20012
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999
;-----------------------------------
;弐符混同
;2ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) >= 1
trigger1 = Parent,Var(3) = 0
trigger1 = Numexplod(20010) = 0
trigger1 = TeamSide = 1
Anim = 20013
pos = 35,219
postype = left
ID = 20010
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999


;1ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) >= 1
trigger1 = Parent,Var(3) = 1
trigger1 = Numexplod(20011) = 0
trigger1 = TeamSide = 1
Anim = 20014
pos = 35,219
postype = left
ID = 20011
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999


;0ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) >= 1
trigger1 = Parent,Var(3) = 2
trigger1 = Numexplod(20012) = 0
trigger1 = TeamSide = 1
Anim = 20015
pos = 35,219
postype = left
ID = 20012
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

;-----------------------------------
;壱符混同
;2ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) = 0
trigger1 = Parent,Var(3) = 0
trigger1 = Numexplod(20010) = 0
trigger1 = TeamSide = 2
Anim = 20016
pos = -127,219
postype = right
ID = 20010
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999


;1ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) = 0
trigger1 = Parent,Var(3) = 1
trigger1 = Numexplod(20011) = 0
trigger1 = TeamSide = 2
Anim = 20017
pos = -127,219
postype = right
ID = 20011
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999


;0ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) = 0
trigger1 = Parent,Var(3) = 2
trigger1 = Numexplod(20012) = 0
trigger1 = TeamSide = 2
Anim = 20018
pos = -127,219
postype = right
ID = 20012
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999
;-----------------------------------------------------------------
;弐符混同
;2ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) >= 1
trigger1 = Parent,Var(3) = 0
trigger1 = Numexplod(20010) = 0
trigger1 = TeamSide = 2
Anim = 20019
pos = -127,219
postype = right
ID = 20010
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999


;1ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) >= 1
trigger1 = Parent,Var(3) = 1
trigger1 = Numexplod(20011) = 0
trigger1 = TeamSide = 2
Anim = 20020
pos = -127,219
postype = right
ID = 20011
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999


;0ボム使用回数表示
[State -2]
type = Explod
trigger1 = Parent,Var(57) >= 1
trigger1 = Parent,Var(3) = 2
trigger1 = Numexplod(20012) = 0
trigger1 = TeamSide = 2
Anim = 20021
pos = -127,219
postype = right
ID = 20012
OnTop = 1
bindtime = -1
scale = 0.5,0.5
ownpal = 1
RemoveTime = -1
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

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

[State -1]
type = removeexplod
trigger1 = Parent,Var(3) = 0
trigger1 = Numexplod(20011) = 1
ID = 20011

[State -1]
type = removeexplod
trigger1 = Parent,Var(3) = 0
trigger1 = Numexplod(20012) = 1
ID = 20012

[State -1]
type = removeexplod
trigger1 = Parent,Var(3) = 1
trigger1 = Numexplod(20010) = 1
ID = 20010

[State -1]
type = removeexplod
trigger1 = Parent,Var(3) = 1
trigger1 = Numexplod(20012) = 1
ID = 20012

[State -1]
type = removeexplod
trigger1 = Parent,Var(3) = 2
trigger1 = Numexplod(20011) = 1
ID = 20010

[State -1]
type = removeexplod
trigger1 = Parent,Var(3) = 2
trigger1 = Numexplod(20011) = 1
ID = 20011
;--------------------------------------------------
[State -1]
type = ParentVarset
trigger1 = roundstate = [1,3]
FV = 1
value = 1000
IgnoreHitPause = 1
persistent = 0

[State -1, 霊力切れ音]
type = playsnd
trigger1 = Parent,FVar(4) = 1
trigger1 = Parent,StateNo!=[150,155]
value = s400,5
IgnoreHitPause = 1

[State -1, 霊力切れ音戻し]
type = ParentVarSet
trigger1 = Parent,FVar(4) > 0
trigger1 = Parent,StateNo!=[150,155]
FV = 4
value = 0

[State -1, 射撃ヒット音]
type = playsnd
trigger1 = Parent,var(10) = 1
value = s200,1
channel = 3

[State -1, 射撃ヒット音]
type = playsnd
trigger1 = Parent,var(10) = 2
value = s250,0
channel = 3

[State -1, 射撃バー戻し]
type = ParentVarSet
trigger1 = Parent,Var(10) > 0
v = 10
value = 0

[State -1, 射撃ヒット音]
type = playsnd
trigger1 = Parent,var(11) = 1
value = s200,2
channel = 4

[State -1, 射撃音]
type = playsnd
trigger1 = Parent,var(11) = 2
value = s150,10
channel = 9

[State -1, 射撃バー戻し]
type = ParentVarSet
trigger1 = Parent,Var(11) > 0
v = 11
value = 0

[State -1, 射撃ヒット音]
type = playsnd
trigger1 = Parent,Fvar(11) = 1
value = s150,3
channel = 7

[State -1, 射撃バー戻し]
type = ParentVarSet
trigger1 = Parent,FVar(11) > 0
Fv = 11
value = 0

[State -1];デバッグ
type = AssertSpecial
trigger1 = Parent,Var(59) = 10
flag = nobardisplay
;----------------------------------------------
[Statedef 17000]
Anim = 8500

[State -1]
type = ParentVarAdd
trigger1 = time = 0
V = 20
Value = 1

[State -1]
type = ParentVarAdd
trigger1 = time = 0
FV = 1
Value = 100

[State -1]
type = PowerAdd
trigger1 = time = 0
Value = 50

[State -1]
type = DestroySelf
trigger1 = P2Stateno != 5110

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

[Statedef 20000]
Anim = 8500
ctrl=0

[State -1]
type=selfstate
trigger1=!ishelper
value=0

[State -1]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(56)=0

[State -1]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(56)||var(56)=0
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State -1]
type=varset
triggerall=var(56)=0
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(56)=1
;-----------------------------------------------------------
[Statedef 16015]
Anim = 16015
SprPriority = 9
ctrl = 0

[State -1]
type = SprPriority
trigger1 = 1
Value = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,0.5

[State -1]
type = BindtoParent
trigger1 = 1
Pos = -3,-48
time = -1

[State -1]
type = PlaySnd
trigger1 = Root,FVar(25)<=100&&time = 0
Value = s300,6
Channel = 3

[State -1]
type = DestroySelf
trigger1 = Parent,NumHelper(16019)

[State -1]
type = ChangeState
trigger1 = (Parent,Vel X!=[-3,3])+(StateNo=[100,105])+(StateNo=[6760,6765])
Value = 16017
;-----------------------------------------------------------
[Statedef 16017]
Anim = 16015
SprPriority = 9
ctrl = 0

[State -1]
type = SprPriority
trigger1 = 1
Value = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = StopSnd
trigger1 = time = 0
Channel = 3

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,0.5

[State -1]
type = BindtoParent
trigger1 = time%2 = 0
Pos = 20,-48
time = 1

[State -1]
type = DestroySelf
trigger1 = Parent,NumHelper(16019)

[State -1]
type = ChangeState
trigger1 = (Parent,Vel X=[-3,3])*(StateNo!=[100,105])*(StateNo!=[6760,6765])
Value = 16015
;-----------------------------------------------------------
[Statedef 16018]
Anim = 8500

[State -1]
type = PlaySnd
trigger1 = time = 0
Value = s300,7

[State -1]
type = DestroySelf
trigger1 = Root,FVar(25)!=99
;-----------------------------------------------------------
;CAMERA FLAME
[Statedef 16019]
Anim = 16020
SprPriority = 9
ctrl = 0

[State -1]
type = SprPriority
trigger1 = 1
Value = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,0.5

[State -1]
type = VarSet
trigger1 = time = 0
V = 1
Value = 1

[State -1]
type = VarSet
trigger1 = time = 0
V = 0
Value = 90

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 16021
ID = 16020
pos =  0,0
postype = p1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 16022
ID = 16020
pos =  0,0
postype = p1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 16023
ID = 16020
pos =  0,0
postype = p1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = Helper
trigger1 = time = 0
StateNo = 16024
ID = 16020
pos =  0,0
postype = p1
ownpal = 1
keyctrl = 0
PauseMoveTime = 9999999999
SuperMoveTime = 9999999999

[State -1]
type = VarSet
trigger1 = time>=20
FV = 9
Value = 3*(Floor(P2Dist X-0)/(Abs(P2Dist X-0)+Abs(P2Dist Y + Root,Var(17))+0.0000001))

[State -1]
type = VarSet
trigger1 = time>=20
FV = 10
Value = 3*(Floor(P2Dist Y+Root,Var(17))/(Abs(P2Dist X-0)+Abs(P2Dist Y+Root,Var(17))+0.0000001))

[State -1]
type = VelSet
trigger1 = time>=20
X = FVar(9)
Y = FVar(10)

[State -1]
type = PlaySnd
trigger1 = time = 0
Value = s300,8
Channel = 3
persistent = 0

[State -1]
type = VarAdd
trigger1 = time>=30
V = 0
Value = -1

[State -1]
type = Pause
trigger1 = 1
time = 2
movetime = 2
persistent = 3

[State -1]
type = ChangeState
triggerall = time>=15
trigger1 = (P2Dist X=[-Var(0)+30,Var(0)-30])*(P2Dist Y=[-Var(0)+20,Var(0)+60])
trigger2 = Random>=(949+Var(0))
Value = 16020

[State -1]
type = DestroySelf
trigger1 = Var(0)<=15
;-----------------------------------------------------------
[Statedef 16020]
Anim = 16020
movetype = A
SprPriority = 9
VelSet = 0,0
ctrl = 0

[State -1]
type = SprPriority
trigger1 = 1
Value = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = unguardable

[State -1]
type = PlaySnd
trigger1 = time = 0
Value = s150,4
Channel = 3
persistent = 0

[State -1]
type = PlaySnd
trigger1 = time = 0
Value = s300,9
persistent = 0

[State -1]
type = AllPalFx
trigger1 = time = 0
time = 1
Add = 255,255,255

[State -1]
type = Pause
trigger1 = time = 0
time = 30
persistent = 0

[State -1]
type = AngleDraw
trigger1 = time>=1
Scale = 0.5,0.5

[State -1]
type = HitDef
triggerall = time>=1
trigger1 = (P2Dist X=[-Var(0),Var(0)])*(P2Dist Y=[-Var(0)+20,Var(0)+60])
attr = A,HA
damage = IfElse(P2MoveType=A,2500,1250)/10,1250/10
animtype = Hard
air.animtype = Back
getpower = 0,0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,30
guard.pausetime = 0,30
guard.slidetime = 22
guard.hittime = 22
guard.ctrltime = 22
numhits = 1
guard.dist = 0
ground.slidetime = 23
ground.hittime  =  23
ground.velocity = 0,0
fall.recover = 1
fall.recovertime = 9999999999
airguard.velocity = 0,0
air.velocity = 0,0
air.fall = 1
Guard.Kill = 0
persistent = 0

[State -1]
type = VarSet
trigger1 = time = 2
V = 0
Value = 0

[State -1]
type = DestroySelf
trigger1 = time = 2
;--------------------------------
[Statedef 16021]
Anim = 16021
SprPriority = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,0.5

[State -1]
type = DestroySelf
trigger1 = Root,NumHelper(16019)=0

[State -1]
type = BindtoParent
trigger1 = Parent,Var(0)!=0
time = -1
Pos = -(Parent,Var(0)),-(Parent,Var(0)-10)
;--------------------------------
[Statedef 16022]
Anim = 16022
SprPriority = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,0.5

[State -1]
type = DestroySelf
trigger1 = Root,NumHelper(16019)=0

[State -1]
type = BindtoParent
trigger1 = Parent,Var(0)!=0
time = -1
Pos = (Parent,Var(0)),-(Parent,Var(0)-10)
;--------------------------------
[Statedef 16023]
Anim = 16023
SprPriority = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,0.5

[State -1]
type = DestroySelf
trigger1 = Root,NumHelper(16019)=0

[State -1]
type = BindtoParent
trigger1 = Parent,Var(0)!=0
time = -1
Pos = (Parent,Var(0)),(Parent,Var(0)-10)
;--------------------------------
[Statedef 16024]
Anim = 16024
SprPriority = 9

[State -1]
type = NotHitBy
trigger1 = 1
Value = SCA
time = -1

[State -1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -1]
type = AngleDraw
trigger1 = 1
Scale = 0.5,0.5

[State -1]
type = DestroySelf
trigger1 = Root,NumHelper(16019)=0

[State -1]
type = BindtoParent
trigger1 = Parent,Var(0)!=0
time = -1
Pos = -(Parent,Var(0)),(Parent,Var(0)-10)